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- MaterialFunction, MaterialFunctionInstance have all moved to an Advanced menu. - NeuralProfile, SpecularProfile, and SubsurfaceProfile have all moved to a Profiles menu. - MaterialLayer, MaterialLayerInstance, MaterialLayerBlend, and MaterialLayerBlendInstance have all moved to a Layers menu. - By default any new assets derieved from UMaterialInterface will be in the advanced menu. - Currently Material is left in the same location (under the basic asset creation and not in the advanced menu) #rb massimo.tristano [CL 34530346 by jason nadro in ue5-main branch]
27 lines
988 B
C++
27 lines
988 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/SubsurfaceProfile.h"
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#include "AssetDefinitionDefault.h"
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#include "AssetDefinition_SubsurfaceProfile.generated.h"
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UCLASS()
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class UAssetDefinition_SubsurfaceProfile : 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_SubsurfaceProfile", "Subsurface Profile"); }
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virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(255, 196, 128)); }
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virtual TSoftClassPtr<UObject> GetAssetClass() const override { return USubsurfaceProfile::StaticClass(); }
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virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
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{
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static const auto Categories = { EAssetCategoryPaths::Material / NSLOCTEXT("Material", "MaterialAssetSubMenu_Profiles", "Profiles") };
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return Categories;
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}
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// UAssetDefinition End
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};
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