// Copyright 2016 Mookie. All Rights Reserved. #include "EBMaterialResponseMapFactory.h" #include "EBMaterialResponseMap.h" #include "AssetToolsModule.h" #include "EasyBallisticsEditor.h" #define LOCTEXT_NAMESPACE "EBMaterialResponseMapFactory" UEBMaterialResponseMapFactory::UEBMaterialResponseMapFactory(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { SupportedClass = UEBMaterialResponseMap::StaticClass(); bCreateNew = true; bEditAfterNew = true; } UObject* UEBMaterialResponseMapFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) { return NewObject(InParent, Class, Name, Flags); } UClass* FEBMaterialResponseMapFactory::GetSupportedClass() const { return UEBMaterialResponseMap::StaticClass(); } uint32 FEBMaterialResponseMapFactory::GetCategories() { return FEasyBallisticsEditorModule::GetBallisticsAssetCategory(); } FText FEBMaterialResponseMapFactory::GetAssetDescription(const FAssetData& AssetData) const { return LOCTEXT("EBMaterialResponseMapDescription", "Defines how projectiles interact with different physical materials including penetration and ricochet properties."); } #undef LOCTEXT_NAMESPACE