// Copyright Epic Games, Inc. All Rights Reserved. //~============================================================================= // ReimportTextureFactory //~============================================================================= #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "EditorReimportHandler.h" #include "Factories/TextureFactory.h" #include "ReimportTextureFactory.generated.h" class UTexture2D; class UTextureCube; UCLASS(hidecategories = (LightMap, DitherMipMaps, LODGroup), collapsecategories) class UReimportTextureFactory: public UTextureFactory , public FReimportHandler { GENERATED_UCLASS_BODY() UPROPERTY() class UTexture* pOriginalTex; //~ 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 //~ Begin UFactory Interface virtual bool IsAutomatedImport() const override; //~ End UFactory Interface private: //~ Begin UTextureFactory Interface virtual UTexture2D* CreateTexture2D(UObject* InParent, FName Name, EObjectFlags Flags) override; virtual UTextureCube* CreateTextureCube(UObject* InParent, FName Name, EObjectFlags Flags) override; //~ End UTextureFactory Interface };