Files
UnrealEngineUWP/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_DataLayerInstance.h
sebastien lussier 8de687ddce Added CanLocalize() override that return FAssetSupportResponse::NotSupported() for
* UAssetDefinition_HLODLayer
* UAssetDefinition_DataLayer
* UAssetDefinition_DataLayerInstance
[FYI] vincent.beauchemin

[CL 29487497 by sebastien lussier in ue5-main branch]
2023-11-06 09:47:31 -05:00

34 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "WorldPartition/DataLayer/DataLayerInstance.h"
#include "AssetDefinitionDefault.h"
#include "AssetDefinition_DataLayerInstance.generated.h"
struct FAssetCategoryPath;
UCLASS()
class UAssetDefinition_DataLayerInstance : public UAssetDefinitionDefault
{
GENERATED_BODY()
public:
// UAssetDefinition Begin
virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_DataLayerInstance", "Data Layer Instance"); }
virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(52, 213, 235)); }
virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UDataLayerInstance::StaticClass(); }
virtual FAssetSupportResponse CanLocalize(const FAssetData& InAsset) const override { return FAssetSupportResponse::NotSupported(); }
virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
{
return TConstArrayView<FAssetCategoryPath>();
}
virtual FText GetObjectDisplayNameText(UObject* Object) const override
{
UDataLayerInstance* DataLayerInstance = CastChecked<UDataLayerInstance>(Object);
return FText::FromString(DataLayerInstance->GetDataLayerShortName());
}
// UAssetDefinition End
};