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30 lines
1.1 KiB
C++
30 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "PhysicsEngine/PhysicsAsset.h"
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#include "AssetDefinitionDefault.h"
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#include "AssetDefinition_PhysicsAsset.generated.h"
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UCLASS()
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class UAssetDefinition_PhysicsAsset : public UAssetDefinitionDefault
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{
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GENERATED_BODY()
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public:
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// UAssetDefinition Begin
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virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_PhysicsAsset", "Physics Asset"); }
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virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(255,192,128)); }
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virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UPhysicsAsset::StaticClass(); }
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virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
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{
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static const auto Categories = { EAssetCategoryPaths::Physics };
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return Categories;
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}
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virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override;
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virtual UThumbnailInfo* LoadThumbnailInfo(const FAssetData& InAsset) const override;
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// UAssetDefinition End
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};
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