EM_Task/UnrealEd/Classes/Factories/AnimBlueprintFactory.h

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
/**
*
*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Templates/SubclassOf.h"
#include "Engine/Blueprint.h"
#include "Factories/Factory.h"
#include "AnimBlueprintFactory.generated.h"
UCLASS(HideCategories = Object, MinimalAPI)
class UAnimBlueprintFactory: public UFactory
{
GENERATED_UCLASS_BODY()
// The type of blueprint that will be created
UPROPERTY(EditAnywhere, Category = AnimBlueprintFactory)
TEnumAsByte<EBlueprintType> BlueprintType;
// The parent class of the created blueprint
UPROPERTY(EditAnywhere, Category = AnimBlueprintFactory, meta = (AllowAbstract = ""))
TSubclassOf<class UAnimInstance> ParentClass;
// The kind of skeleton that animation graphs compiled from the blueprint will animate
UPROPERTY(EditAnywhere, Category = AnimBlueprintFactory)
class USkeleton* TargetSkeleton;
// The preview mesh to use with this animation blueprint
UPROPERTY(EditAnywhere, Category = AnimBlueprintFactory)
class USkeletalMesh* PreviewSkeletalMesh;
//~ Begin UFactory Interface
virtual bool ConfigureProperties() override;
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn, FName CallingContext) override;
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
//~ Begin UFactory Interface
};
UCLASS(HideCategories = Object, MinimalAPI)
class UAnimLayerInterfaceFactory: public UAnimBlueprintFactory
{
GENERATED_BODY()
UAnimLayerInterfaceFactory();
// UFactory Interface
virtual FText GetDisplayName() const override;
virtual FName GetNewAssetThumbnailOverride() const override;
virtual uint32 GetMenuCategories() const override;
virtual FText GetToolTip() const override;
virtual FString GetToolTipDocumentationExcerpt() const override;
virtual FString GetDefaultNewAssetName() const override;
virtual bool ConfigureProperties() override;
};