// Copyright Epic Games, Inc. All Rights Reserved. //~============================================================================= // ReimportFbxSkeletalMeshFactory //~============================================================================= #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "EditorReimportHandler.h" #include "Factories/FbxFactory.h" #include "ReimportFbxSkeletalMeshFactory.generated.h" UCLASS(MinimalAPI, collapsecategories) class UReimportFbxSkeletalMeshFactory: public UFbxFactory , public FReimportHandler { GENERATED_UCLASS_BODY() //~ Begin FReimportHandler Interface virtual bool CanReimport(UObject* Obj, TArray& OutFilenames) override; virtual void SetReimportPaths(UObject* Obj, const TArray& NewReimportPaths) override { return SetReimportPaths(Obj, NewReimportPaths[0], 0); } virtual void SetReimportPaths(UObject* Obj, const FString& NewReimportPath, const int32 SourceIndex) override; virtual EReimportResult::Type Reimport(UObject* Obj) override { return Reimport(Obj, INDEX_NONE); } virtual EReimportResult::Type Reimport(UObject* Obj, int32 SourceFileIndex); virtual int32 GetPriority() const override; virtual void PostImportCleanUp() { CleanUp(); } //~ End FReimportHandler Interface //~ Begin UFactory Interface virtual bool FactoryCanImport(const FString& Filename) override; virtual bool IsAutomatedImport() const override; //~ End UFactory Interface };