// Copyright Epic Games, Inc. All Rights Reserved. //~============================================================================= // PhysicalMaterialFactory //~============================================================================= #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Templates/SubclassOf.h" #include "Factories/Factory.h" #include "EditorReimportHandler.h" #include "PhysicalMaterialMaskFactory.generated.h" class UPhysicalMaterialMask; UCLASS(MinimalAPI, HideCategories = Object) class UPhysicalMaterialMaskFactory: public UFactory , public FReimportHandler { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category = PhysicalMaterialMaskFactory) TSubclassOf PhysicalMaterialMaskClass; //~ 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 //~ Begin FReimportHandler Interface virtual bool CanReimport(UObject* Obj, TArray& OutFilenames) override; virtual void SetReimportPaths(UObject* Obj, const TArray& NewReimportPaths) override; virtual EReimportResult::Type Reimport(UObject* Obj) override; virtual int32 GetPriority() const override; //~ End FReimportHandler Interface };