Files
UnrealEngineUWP/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_ExternalDataLayer.h
richard malo 14620f45a3 External Data Layer V1
- Allows for plugins to inject/remove content (actors) in a partitioned world
- Serves as a replacement for the experimental 'Content Bundle' feature
- Added new External Data Layer (EDL) Asset
- Added new Game Feature Action 'AddWorldPartitionContent' to control activation of an EDL asset
- Supports Data Layers inside a plugin (child of an EDL)
- Added builder to convert content bundles to EDL (UGameFeatureActionConvertContentBundleWorldPartitionBuilder)
- Feature is temporarily disabled by default and can be turned on using Editor Experimental Settings 'Enable World Partition External Data Layers' flag
#jira UE-204248
#rb JeanFrancois.Dube, Patrick.Enfedaque, Sebastien.Lussier
#tests QAGame PIE/-game/cooked, Regression test PIE/cook of latest game map, Tested PIE/cook of latest game map converted to EDL

[CL 31015614 by richard malo in ue5-main branch]
2024-01-30 14:18:27 -05:00

22 lines
817 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "WorldPartition/DataLayer/ExternalDataLayerAsset.h"
#include "AssetDefinitionDefault.h"
#include "AssetDefinition_DataLayer.h"
#include "AssetDefinition_ExternalDataLayer.generated.h"
UCLASS()
class UAssetDefinition_ExternalDataLayer : public UAssetDefinition_DataLayer
{
GENERATED_BODY()
public:
// UAssetDefinition Begin
virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ExternalDataLayer", "External Data Layer"); }
virtual FLinearColor GetAssetColor() const override { return FLinearColor(UExternalDataLayerAsset::EditorUXColor); }
virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UExternalDataLayerAsset::StaticClass(); }
// UAssetDefinition End
};