// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/WeakObjectPtr.h" #include "Factories/Factory.h" #include "PreviewMeshCollectionFactory.generated.h" class USkeleton; UCLASS(hidecategories = Object, MinimalAPI) class UPreviewMeshCollectionFactory: public UFactory { public: GENERATED_UCLASS_BODY() // UFactory interface virtual bool ShouldShowInNewMenu() const override { return true; } virtual FText GetDisplayName() const override; virtual FText GetToolTip() const override; virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override; virtual bool ConfigureProperties() override; // End of UFactory interface public: /** The current skeleton we are creating collections for */ UPROPERTY() TWeakObjectPtr CurrentSkeleton; };