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- 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]
22 lines
817 B
C++
22 lines
817 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "WorldPartition/DataLayer/ExternalDataLayerAsset.h"
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#include "AssetDefinitionDefault.h"
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#include "AssetDefinition_DataLayer.h"
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#include "AssetDefinition_ExternalDataLayer.generated.h"
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UCLASS()
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class UAssetDefinition_ExternalDataLayer : public UAssetDefinition_DataLayer
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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_ExternalDataLayer", "External Data Layer"); }
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virtual FLinearColor GetAssetColor() const override { return FLinearColor(UExternalDataLayerAsset::EditorUXColor); }
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virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UExternalDataLayerAsset::StaticClass(); }
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// UAssetDefinition End
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}; |