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

42 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
//~=============================================================================
// ReimportFbxSkeletalMeshFactory
//~=============================================================================
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EditorReimportHandler.h"
#include "Factories/FbxFactory.h"
#include "ReimportFbxSkeletalMeshFactory.generated.h"
UCLASS(MinimalAPI, collapsecategories)
class UReimportFbxSkeletalMeshFactory: public UFbxFactory
, public FReimportHandler
{
GENERATED_UCLASS_BODY()
//~ Begin FReimportHandler Interface
virtual bool CanReimport(UObject* Obj, TArray<FString>& OutFilenames) override;
virtual void SetReimportPaths(UObject* Obj, const TArray<FString>& NewReimportPaths) override
{
return SetReimportPaths(Obj, NewReimportPaths[0], 0);
}
virtual void SetReimportPaths(UObject* Obj, const FString& NewReimportPath, const int32 SourceIndex) override;
virtual EReimportResult::Type Reimport(UObject* Obj) override
{
return Reimport(Obj, INDEX_NONE);
}
virtual EReimportResult::Type Reimport(UObject* Obj, int32 SourceFileIndex);
virtual int32 GetPriority() const override;
virtual void PostImportCleanUp() { CleanUp(); }
//~ End FReimportHandler Interface
//~ Begin UFactory Interface
virtual bool FactoryCanImport(const FString& Filename) override;
virtual bool IsAutomatedImport() const override;
//~ End UFactory Interface
};