// Copyright Epic Games, Inc. All Rights Reserved. //~============================================================================= // TextureRenderTargetFactoryNew //~============================================================================= #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Factories/Factory.h" #include "TextureRenderTargetFactoryNew.generated.h" UCLASS(MinimalAPI, hidecategories = (Object, Texture)) class UTextureRenderTargetFactoryNew: public UFactory { GENERATED_UCLASS_BODY() /** Width of the texture render target */ UPROPERTY(meta = (ToolTip = "Width of the texture render target")) int32 Width; /** Height of the texture render target */ UPROPERTY(meta = (ToolTip = "Height of the texture render target")) int32 Height; /** Pixel format of the texture render target */ 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 };