Files
UnrealEngineUWP/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_UserDefinedStruct.h
yoan stamant 938f456b05 Moved UserDefinedStruct to CoreUObject
#jira UE-216472
#rb Devin.Doucette

[CL 34495793 by yoan stamant in ue5-main branch]
2024-06-19 08:00:57 -04:00

33 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StructUtils/UserDefinedStruct.h"
#include "AssetDefinitionDefault.h"
#include "AssetDefinition_UserDefinedStruct.generated.h"
UCLASS()
class UAssetDefinition_UserDefinedStruct : public UAssetDefinitionDefault
{
GENERATED_BODY()
public:
// UAssetDefinition Begin
virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_Struct", "Structure"); }
virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(103, 206, 218)); }
virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UUserDefinedStruct::StaticClass(); }
virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
{
static const auto Categories = { EAssetCategoryPaths::Blueprint };
return Categories;
}
virtual FAssetSupportResponse CanLocalize(const FAssetData& InAsset) const override
{
return FAssetSupportResponse::NotSupported();
}
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override;
// UAssetDefinition End
};