39 lines
1.4 KiB
C++
39 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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//~=============================================================================
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// PhysicalMaterialFactory
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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 "Templates/SubclassOf.h"
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#include "Factories/Factory.h"
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#include "EditorReimportHandler.h"
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#include "PhysicalMaterialMaskFactory.generated.h"
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class UPhysicalMaterialMask;
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UCLASS(MinimalAPI, HideCategories = Object)
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class UPhysicalMaterialMaskFactory: public UFactory
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, public FReimportHandler
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category = PhysicalMaterialMaskFactory)
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TSubclassOf<UPhysicalMaterialMask> PhysicalMaterialMaskClass;
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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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//~ Begin FReimportHandler Interface
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virtual bool CanReimport(UObject* Obj, TArray<FString>& OutFilenames) override;
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virtual void SetReimportPaths(UObject* Obj, const TArray<FString>& NewReimportPaths) override;
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virtual EReimportResult::Type Reimport(UObject* Obj) override;
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virtual int32 GetPriority() const override;
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//~ End FReimportHandler Interface
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};
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