// Copyright Epic Games, Inc. All Rights Reserved. //~============================================================================= // TextureRenderTargetCubeFactoryNew //~============================================================================= #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Factories/Factory.h" #include "TextureRenderTarget2DArrayFactoryNew.generated.h" UCLASS(MinimalAPI, hidecategories = (Object, Texture)) class UTextureRenderTarget2DArrayFactoryNew: public UFactory { GENERATED_UCLASS_BODY() /** width of new texture */ UPROPERTY(meta = (ToolTip = "Width of the texture render target")) int32 Width; /** height of new texture */ UPROPERTY(meta = (ToolTip = "Height of the texture render target")) int32 Height; /** depth of new texture */ UPROPERTY(meta = (ToolTip = "Slices of the texture render target")) int32 Slices; /** surface format of new texture */ UPROPERTY(meta = (ToolTip = "Pixel format of the texture render target")) uint8 Format; //~ Begin UFactory Interface virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override; //~ Begin UFactory Interface };