EM_Task/UnrealEd/Classes/Factories/AnimCompositeFactory.h
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

44 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/**
*
*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Factories/Factory.h"
#include "AnimCompositeFactory.generated.h"
struct FAssetData;
class SWindow;
UCLASS(HideCategories = Object, MinimalAPI)
class UAnimCompositeFactory: public UFactory
{
GENERATED_UCLASS_BODY()
UPROPERTY()
class USkeleton* TargetSkeleton;
/* Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained */
UPROPERTY()
class UAnimSequence* SourceAnimation;
/** The preview mesh to use with this animation */
UPROPERTY()
class USkeletalMesh* PreviewSkeletalMesh;
//~ Begin UFactory Interface
virtual bool ConfigureProperties() override;
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
//~ Begin UFactory Interface
private:
void OnTargetSkeletonSelected(const FAssetData& SelectedAsset);
private:
TSharedPtr<SWindow> PickerWindow;
};