Files
UnrealEngineUWP/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_SubsurfaceProfile.h
jason nadro a1db176b4c Reorganize the Material asset creation menus
- 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]
2024-06-20 11:14:18 -04:00

27 lines
988 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/SubsurfaceProfile.h"
#include "AssetDefinitionDefault.h"
#include "AssetDefinition_SubsurfaceProfile.generated.h"
UCLASS()
class UAssetDefinition_SubsurfaceProfile : public UAssetDefinitionDefault
{
GENERATED_BODY()
public:
// UAssetDefinition Begin
virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_SubsurfaceProfile", "Subsurface Profile"); }
virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(255, 196, 128)); }
virtual TSoftClassPtr<UObject> GetAssetClass() const override { return USubsurfaceProfile::StaticClass(); }
virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
{
static const auto Categories = { EAssetCategoryPaths::Material / NSLOCTEXT("Material", "MaterialAssetSubMenu_Profiles", "Profiles") };
return Categories;
}
// UAssetDefinition End
};