See AssetDefinition.h
for more info.
Basically a UAssetDefinition
represents an top level asset in the editor.
You can edit how its viewed and what actions they have (see UAssetDefinition_BlueprintGeneratedClass
for a good example).
Make custom class
Mandatory
- Make a subclass of
UAssetDefinition
or another subclass (E.g:UAssetDefinition_ClassTypeBase
) - Override
GetAssetClass
and return the class you want to support. - Override
GetAssetDisplayName
,GetAssetColor
(andOpenAssets
if you aren’t sub classingUAssetDefinitionDefault
)
Then you can override other functions depending on your needs, like GetThumbnailBrush
or GetIconBrush
.
Custom icon in Content Browser ? → Override GetThumbnailBrush
and GetIconBrush
(latter can just call GetThumbnailBrush
, same params). See this for an example of storing the slate brush with texture.