// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "ActorFactories/ActorFactorySkeletalMesh.h" #include "ActorFactoryAnimationAsset.generated.h" class AActor; struct FAssetData; class USkeletalMesh; UCLASS(MinimalAPI, config = Editor, hidecategories = Object) class UActorFactoryAnimationAsset: public UActorFactorySkeletalMesh { GENERATED_UCLASS_BODY() protected: //~ Begin UActorFactory Interface virtual void PostSpawnActor(UObject* Asset, AActor* NewActor) override; virtual void PostCreateBlueprint(UObject* Asset, AActor* CDO) override; virtual bool CanCreateActorFrom(const FAssetData& AssetData, FText& OutErrorMsg) override; //~ End UActorFactory Interface virtual USkeletalMesh* GetSkeletalMeshFromAsset(UObject* Asset) override; };