34 lines
1.2 KiB
C++
34 lines
1.2 KiB
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 "Templates/SubclassOf.h"
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#include "Factories/Factory.h"
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#include "BlueprintFactory.generated.h"
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UCLASS(hidecategories = Object, collapsecategories)
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class UNREALED_API UBlueprintFactory: public UFactory
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{
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GENERATED_UCLASS_BODY()
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// The parent class of the created blueprint
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UPROPERTY(EditAnywhere, Category = BlueprintFactory, meta = (AllowAbstract = "", BlueprintBaseOnly = ""))
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TSubclassOf<class UObject> ParentClass;
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// 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, FName CallingContext) 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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// End of UFactory Interface
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protected:
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// Hook for derived classes to indicate if they want to skip some filtering that is unnecessary for macro libraries
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virtual bool IsMacroFactory() const { return false; }
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};
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