// Copyright Epic Games, Inc. All Rights Reserved. #include "VirtualTextureBuilderFactory.h" #include "AssetTypeCategories.h" #include "VT/VirtualTextureBuilder.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(VirtualTextureBuilderFactory) #define LOCTEXT_NAMESPACE "VirtualTextureBuilderFactory" UVirtualTextureBuilderFactory::UVirtualTextureBuilderFactory(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { SupportedClass = UVirtualTextureBuilder::StaticClass(); bCreateNew = true; bEditAfterNew = false; bEditorImport = false; } UObject* UVirtualTextureBuilderFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) { return NewObject(InParent, Class, Name, Flags); } FText UVirtualTextureBuilderFactory::GetDisplayName() const { return FText(LOCTEXT("DisplayName", "Streaming Runtime Virtual Texture")); } FText UVirtualTextureBuilderFactory::GetToolTip() const { return LOCTEXT("ToolTip", "The baked version of a runtime virtual texture (RVT) : this allows to capture the low mips of the RVT in order to save on rendering time, " "so that the baked pages are streamed directly from disk instead of being rendered at runtime.\n" "In order to work, this asset has to be associated with a Runtime Virtual Texture component. It also gets built through it."); } FString UVirtualTextureBuilderFactory::GetDefaultNewAssetName() const { return FString(TEXT("NewStreamingRuntimeVirtualTexture")); } #undef LOCTEXT_NAMESPACE