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