// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/ArrayView.h" #include "CoreMinimal.h" #include "Math/Vector.h" #include "UObject/NoExportTypes.h" #include "UObject/ObjectMacros.h" #include "DNACalibCommand.h" class FDNACalibPruneBlendShapeTargetsCommand : public IDNACalibCommand { public: DNACALIBMODULE_API FDNACalibPruneBlendShapeTargetsCommand(); DNACALIBMODULE_API FDNACalibPruneBlendShapeTargetsCommand(float Threshold); DNACALIBMODULE_API ~FDNACalibPruneBlendShapeTargetsCommand(); FDNACalibPruneBlendShapeTargetsCommand(const FDNACalibPruneBlendShapeTargetsCommand&) = delete; FDNACalibPruneBlendShapeTargetsCommand& operator=(const FDNACalibPruneBlendShapeTargetsCommand&) = delete; DNACALIBMODULE_API FDNACalibPruneBlendShapeTargetsCommand(FDNACalibPruneBlendShapeTargetsCommand&&); DNACALIBMODULE_API FDNACalibPruneBlendShapeTargetsCommand& operator=(FDNACalibPruneBlendShapeTargetsCommand&&); DNACALIBMODULE_API void SetThreshold(float Threshold); DNACALIBMODULE_API void Run(FDNACalibDNAReader* Output) override; private: class Impl; TUniquePtr ImplPtr; };