// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Factories/Factory.h" #include "DataTableFactory.generated.h" class UDataTable; UCLASS(hidecategories = Object) class UNREALED_API UDataTableFactory: public UFactory { GENERATED_UCLASS_BODY() UPROPERTY(BlueprintReadWrite, Category = "Data Table Factory") const class UScriptStruct* Struct; //~ 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 protected: virtual UDataTable* MakeNewDataTable(UObject* InParent, FName Name, EObjectFlags Flags); };