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#include " IAssetTypeActions.h"
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#include " AssetToolsModule.h"
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+ #include " Misc/EngineVersionComparison.h"
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+ #if UE_VERSION_NEWER_THAN(5, 0, 0)
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+ #include " Misc/NamePermissionList.h"
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+ #else
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#include " Misc/BlacklistNames.h"
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+ #endif
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UTemplateNamingConvention::UTemplateNamingConvention (const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
@@ -35,7 +40,11 @@ UTemplateNamingConvention::UTemplateNamingConvention(const FObjectInitializer& O
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};
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AssetTypeActionsList.Sort (FCompareIAssetTypeActions ());
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+ #if UE_VERSION_NEWER_THAN(5, 0, 0)
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+ TSharedRef<FNamePermissionList> AssetClassBlacklist = AssetToolsModule.Get ().GetAssetClassPermissionList ();
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+ #else
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TSharedRef<FBlacklistNames> AssetClassBlacklist = AssetToolsModule.Get ().GetAssetClassBlacklist ();
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+ #endif
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// For every asset type, add naming convention
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for (int32 ClassIdx = 0 ; ClassIdx < AssetTypeActionsList.Num (); ++ClassIdx)
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