EM_Task/UnrealEd/Classes/Factories/PhysicalMaterialMaskFactory.h

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
//~=============================================================================
// PhysicalMaterialFactory
//~=============================================================================
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Templates/SubclassOf.h"
#include "Factories/Factory.h"
#include "EditorReimportHandler.h"
#include "PhysicalMaterialMaskFactory.generated.h"
class UPhysicalMaterialMask;
UCLASS(MinimalAPI, HideCategories = Object)
class UPhysicalMaterialMaskFactory: public UFactory
, public FReimportHandler
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = PhysicalMaterialMaskFactory)
TSubclassOf<UPhysicalMaterialMask> PhysicalMaterialMaskClass;
//~ Begin UFactory Interface
virtual bool ConfigureProperties() override;
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
//~ Begin UFactory Interface
//~ Begin FReimportHandler Interface
virtual bool CanReimport(UObject* Obj, TArray<FString>& OutFilenames) override;
virtual void SetReimportPaths(UObject* Obj, const TArray<FString>& NewReimportPaths) override;
virtual EReimportResult::Type Reimport(UObject* Obj) override;
virtual int32 GetPriority() const override;
//~ End FReimportHandler Interface
};