// Copyright 2016 Mookie. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AssetTypeActions_Base.h" #include "ActorFactories/ActorFactory.h" #include "EBBullet.h" #include "EBBulletActorFactory.generated.h" UCLASS() class EASYBALLISTICSEDITOR_API UEBBulletActorFactory : public UActorFactory { GENERATED_BODY() public: UEBBulletActorFactory(); virtual bool CanCreateActorFrom(const FAssetData& AssetData, FText& OutErrorMsg) override; virtual AActor* SpawnActor(UObject* InAsset, ULevel* InLevel, const FTransform& InTransform, const FActorSpawnParameters& InSpawnParams) override; }; class FEBBulletActorFactory : public FAssetTypeActions_Base { public: virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBBulletActor", "Bullet Actor"); } virtual FColor GetTypeColor() const override { return FColor(255, 100, 100); } virtual UClass* GetSupportedClass() const override; virtual uint32 GetCategories() override; virtual FText GetAssetDescription(const FAssetData& AssetData) const override; virtual bool HasActions(const TArray& InObjects) const override { return false; } };