34 lines
1.1 KiB
C++
34 lines
1.1 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 "Factories/BlueprintFactory.h"
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#include "BlueprintMacroFactory.generated.h"
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UCLASS(MinimalAPI, hidecategories = Object, collapsecategories)
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class UBlueprintMacroFactory: public UBlueprintFactory
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{
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GENERATED_UCLASS_BODY()
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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 UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn, FName CallingContext) override;
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virtual FString GetDefaultNewAssetName() const override;
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// End of UFactory interface
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protected:
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// UBlueprintFactory interface
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virtual bool IsMacroFactory() const override { return true; }
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// End of UBlueprintFactory interface
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};
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