// 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 PickerWindow; };