// Copyright Epic Games, Inc. All Rights Reserved. /** * */ #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Factories/Factory.h" #include "AnimStreamableFactory.generated.h" struct FAssetData; class SWindow; UCLASS(HideCategories = Object, MinimalAPI) class UAnimStreamableFactory: public UFactory { GENERATED_UCLASS_BODY() UPROPERTY() class USkeleton* TargetSkeleton; /* Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained */ UPROPERTY() class UAnimSequence* SourceAnimation; //~ 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 };