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AssetDefinition - Changing how getting the SourceFiles works a bit, wanted it to be easier to just get the real data and not have to wrap it myself, and also to not need to needlessly put it into a container if it's not needed. #jira UE-165574 [CL 23686064 by nick darnell in ue5-main branch]
16 lines
584 B
C++
16 lines
584 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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//virtual FColor GetTypeColor() const override { return FColor(62, 140, 35); }
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//virtual uint32 GetCategories() override { return EAssetTypeCategories::Misc; }
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//virtual bool IsImportedAsset() const override { return true; }
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namespace UE::AssetTools
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{
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ASSETTOOLS_API void ExecuteFindSourceFileInExplorer(TArray<FString> Filenames, TArray<FString> OverrideExtensions);
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ASSETTOOLS_API bool CanExecuteFindSourceFileInExplorer(TArray<FString> Filenames, TArray<FString> OverrideExtensions);
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}
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