// Copyright 2016 Mookie. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AssetTypeActions_Base.h" #include "Factories/Factory.h" #include "EBMaterialResponseMap.h" #include "EBMaterialResponseMapFactory.generated.h" UCLASS() class EASYBALLISTICSEDITOR_API UEBMaterialResponseMapFactory : public UFactory { GENERATED_UCLASS_BODY() public: virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override; virtual bool ShouldShowInNewMenu() const override { return true; } virtual FText GetDisplayName() const override { return NSLOCTEXT("EBFactory", "MaterialResponseMapText", "Material Response Map"); } virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "MaterialResponseMapTooltip", "Creates a new Material Response Map for configuring ballistic material interactions"); } }; class FEBMaterialResponseMapFactory : public FAssetTypeActions_Base { public: virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBMaterialResponseMap", "Material Response Map"); } virtual FColor GetTypeColor() const override { return FColor(255, 127, 64); } virtual UClass* GetSupportedClass() const override; virtual uint32 GetCategories() override; virtual FText GetAssetDescription(const FAssetData& AssetData) const override; };