EM_Task/UnrealEd/Classes/Factories/AnimSequenceFactory.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 "Factories/Factory.h"
#include "AnimSequenceFactory.generated.h"
struct FAssetData;
class SWindow;
UCLASS(HideCategories = Object)
class UNREALED_API UAnimSequenceFactory: public UFactory
{
GENERATED_UCLASS_BODY()
UPROPERTY()
class USkeleton* TargetSkeleton;
/** The preview mesh to use with this animation */
UPROPERTY()
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) override;
virtual bool ShouldShowInNewMenu() const override { return false; }
//~ Begin UFactory Interface
private:
void OnTargetSkeletonSelected(const FAssetData& SelectedAsset);
private:
TSharedPtr<SWindow> PickerWindow;
};