Files
UnrealEngineUWP/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_StaticMesh.h
aditya ravichandran a90d73d766 Asset Editors: Add support for opening cooked assets in a new "Read Only" mode for asset editors, starting with the Static Mesh Editor and Texture Editor.
#jira UE-187048
#rb jason.stasik

[CL 27595048 by aditya ravichandran in ue5-main branch]
2023-09-05 10:01:26 -04:00

32 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/StaticMesh.h"
#include "AssetDefinitionDefault.h"
#include "AssetDefinition_StaticMesh.generated.h"
UCLASS()
class UAssetDefinition_StaticMesh : public UAssetDefinitionDefault
{
GENERATED_BODY()
public:
// UAssetDefinition Begin
virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_StaticMesh", "Static Mesh"); }
virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(0, 255, 255)); }
virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UStaticMesh::StaticClass(); }
virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
{
static const auto Categories = { EAssetCategoryPaths::Basic };
return Categories;
}
virtual bool CanImport() const override { return true; }
virtual FAssetOpenSupport GetAssetOpenSupport(const FAssetOpenSupportArgs& OpenSupportArgs) const override;
virtual UThumbnailInfo* LoadThumbnailInfo(const FAssetData& InAssetData) const override;
virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override;
// UAssetDefinition End
};