41 lines
1011 B
C
41 lines
1011 B
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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*
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Factories/Factory.h"
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#include "AnimSequenceFactory.generated.h"
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struct FAssetData;
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class SWindow;
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UCLASS(HideCategories = Object)
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class UNREALED_API UAnimSequenceFactory: public UFactory
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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class USkeleton* TargetSkeleton;
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/** The preview mesh to use with this animation */
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UPROPERTY()
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class USkeletalMesh* PreviewSkeletalMesh;
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//~ Begin UFactory Interface
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virtual bool ConfigureProperties() override;
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual bool ShouldShowInNewMenu() const override { return false; }
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//~ Begin UFactory Interface
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private:
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void OnTargetSkeletonSelected(const FAssetData& SelectedAsset);
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private:
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TSharedPtr<SWindow> PickerWindow;
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};
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