// Copyright Epic Games, Inc. All Rights Reserved. /** * */ #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Factories/Factory.h" #include "BlueprintInterfaceFactory.generated.h" UCLASS(hidecategories = Object, collapsecategories) class UBlueprintInterfaceFactory: public UFactory { GENERATED_UCLASS_BODY() // UFactory interface virtual FText GetDisplayName() const override; virtual FName GetNewAssetThumbnailOverride() const override; virtual uint32 GetMenuCategories() const override; virtual FText GetToolTip() const override; virtual FString GetToolTipDocumentationExcerpt() const override; virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn, FName CallingContext) override; virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override; virtual FString GetDefaultNewAssetName() const override; // End of UFactory interface };