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API > API/Editor > API/Editor/Blutility > API/Editor/Blutility/UAssetActionUtility
References
Module | Blutility |
Header | /Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h |
Include | #include "AssetActionUtility.h" |
UFUNCTION (BlueprintPure, BlueprintImplementableEvent, Category="Assets",
Meta=(DeprecatedFunction, DeprecationMessage="If you were just returning a single class add it to the SupportedClasses array (you can find it listed in the Class Defaults). If you were doing complex logic to simulate having multiple classes act as filters, add them to the SupportedClasses array. If you were doing 'other' logic, you'll need to do that upon action execution."))
UClass * GetSupportedClass() const
Remarks
Return the class that this asset action supports (if not implemented, it will show up for all asset types) Do not do custom logic here based on the currently selected assets.