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

49 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Factories/Factory.h"
#include "MaterialFunctionInstanceFactory.generated.h"
UCLASS(MinimalAPI, hidecategories = Object, collapsecategories)
class UMaterialFunctionInstanceFactory: public UFactory
{
GENERATED_UCLASS_BODY()
UPROPERTY()
class UMaterialFunctionInterface* InitialParent;
//~ Begin UFactory Interface
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
//~ Begin UFactory Interface
};
UCLASS(MinimalAPI, hidecategories = Object, collapsecategories)
class UMaterialFunctionMaterialLayerInstanceFactory: public UMaterialFunctionInstanceFactory
{
GENERATED_UCLASS_BODY()
//~ Begin UFactory Interface
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
FString GetDefaultNewAssetName() const override
{
return FString(TEXT("NewMaterialLayerInstance"));
}
//~ Begin UFactory Interface
};
UCLASS(MinimalAPI, hidecategories = Object, collapsecategories)
class UMaterialFunctionMaterialLayerBlendInstanceFactory: public UMaterialFunctionInstanceFactory
{
GENERATED_UCLASS_BODY()
//~ Begin UFactory Interface
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
FString GetDefaultNewAssetName() const override
{
return FString(TEXT("NewMaterialLayerBlendInstance"));
}
//~ Begin UFactory Interface
};