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