34 lines
860 B
C++
34 lines
860 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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*
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Factories/Factory.h"
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#include "AnimStreamableFactory.generated.h"
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struct FAssetData;
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class SWindow;
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UCLASS(HideCategories = Object, MinimalAPI)
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class UAnimStreamableFactory: public UFactory
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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class USkeleton* TargetSkeleton;
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/* Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained */
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UPROPERTY()
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class UAnimSequence* SourceAnimation;
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//~ Begin UFactory Interface
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virtual bool ConfigureProperties() override;
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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//~ Begin UFactory Interface
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};
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