59 lines
2.1 KiB
C++
59 lines
2.1 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 "Engine/Blueprint.h"
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#include "Factories/Factory.h"
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#include "AnimBlueprintFactory.generated.h"
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UCLASS(HideCategories = Object, MinimalAPI)
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class UAnimBlueprintFactory: public UFactory
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{
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GENERATED_UCLASS_BODY()
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// The type of blueprint that will be created
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UPROPERTY(EditAnywhere, Category = AnimBlueprintFactory)
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TEnumAsByte<EBlueprintType> BlueprintType;
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// The parent class of the created blueprint
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UPROPERTY(EditAnywhere, Category = AnimBlueprintFactory, meta = (AllowAbstract = ""))
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TSubclassOf<class UAnimInstance> ParentClass;
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// The kind of skeleton that animation graphs compiled from the blueprint will animate
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UPROPERTY(EditAnywhere, Category = AnimBlueprintFactory)
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class USkeleton* TargetSkeleton;
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// The preview mesh to use with this animation blueprint
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UPROPERTY(EditAnywhere, Category = AnimBlueprintFactory)
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class USkeletalMesh* PreviewSkeletalMesh;
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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, 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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//~ Begin UFactory Interface
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};
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UCLASS(HideCategories = Object, MinimalAPI)
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class UAnimLayerInterfaceFactory: public UAnimBlueprintFactory
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{
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GENERATED_BODY()
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UAnimLayerInterfaceFactory();
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// UFactory Interface
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virtual FText GetDisplayName() const override;
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virtual FName GetNewAssetThumbnailOverride() const override;
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virtual uint32 GetMenuCategories() const override;
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virtual FText GetToolTip() const override;
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virtual FString GetToolTipDocumentationExcerpt() const override;
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virtual FString GetDefaultNewAssetName() const override;
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virtual bool ConfigureProperties() override;
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}; |