// Copyright 2016 Mookie. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AssetTypeActions_Base.h" #include "ComponentAssetBroker.h" #include "EBBarrel.h" class FEBBarrelComponentFactory : public FAssetTypeActions_Base { public: virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBBarrelComponent", "Barrel Component"); } virtual FColor GetTypeColor() const override { return FColor(100, 150, 255); } 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; } }; class FEBBarrelComponentAssetBroker : public IComponentAssetBroker { public: virtual UClass* GetSupportedAssetClass() override; virtual bool AssignAssetToComponent(UActorComponent* InComponent, UObject* InAsset) override; virtual UObject* GetAssetFromComponent(UActorComponent* InComponent) override; };