// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/SubsurfaceProfile.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_SubsurfaceProfile.generated.h" UCLASS() class UAssetDefinition_SubsurfaceProfile : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_SubsurfaceProfile", "Subsurface Profile"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(255, 196, 128)); } virtual TSoftClassPtr GetAssetClass() const override { return USubsurfaceProfile::StaticClass(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::Material / NSLOCTEXT("Material", "MaterialAssetSubMenu_Profiles", "Profiles") }; return Categories; } // UAssetDefinition End };