Editor toling to easier create data assets
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Source/ProjectEleriEditor/Private/Eleri/EleriAssetCategory.h
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Source/ProjectEleriEditor/Private/Eleri/EleriAssetCategory.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Misc/AssetCategoryPath.h"
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/**
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* The one category every data asset type of this project is filed under in the Content Browser.
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*
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* A category is a path rather than an enum entry: the asset definition a data asset type is described by
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* hands this path to the engine, the engine derives the key it groups by from the path's source string,
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* and both the Filters panel and the Add menu read that same list. Registering it with the Asset Tools
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* as well is only what the older Content Browser style needs, which still files the Add menu by the
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* EAssetTypeCategories bitmask instead of by the path.
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*/
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namespace EleriAssetCategory
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{
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/** The shared category path. The reference is to a function-local static, so it is safe to copy from
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* a definition's initialiser, but it must not be held on to once the module has been shut down. */
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const FAssetCategoryPath& Get();
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/** The EAssetTypeCategories bit for this category, for UFactory::GetMenuCategories(). Registered on
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* the first call and the same value on every call after it. */
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uint32 GetLegacyCategoryBit();
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}
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