// 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 FDNACalibRenameBlendShapeCommand : public IDNACalibCommand { public: DNACALIBMODULE_API FDNACalibRenameBlendShapeCommand(); DNACALIBMODULE_API FDNACalibRenameBlendShapeCommand(uint16 BlendShapeIndex, const FString& NewName); DNACALIBMODULE_API FDNACalibRenameBlendShapeCommand(const FString& OldName, const FString& NewName); DNACALIBMODULE_API ~FDNACalibRenameBlendShapeCommand(); FDNACalibRenameBlendShapeCommand(const FDNACalibRenameBlendShapeCommand&) = delete; FDNACalibRenameBlendShapeCommand& operator=(const FDNACalibRenameBlendShapeCommand&) = delete; DNACALIBMODULE_API FDNACalibRenameBlendShapeCommand(FDNACalibRenameBlendShapeCommand&&); DNACALIBMODULE_API FDNACalibRenameBlendShapeCommand& operator=(FDNACalibRenameBlendShapeCommand&&); DNACALIBMODULE_API void SetName(uint16 BlendShapeIndex, const FString& NewName); DNACALIBMODULE_API void SetName(const FString& OldName, const FString& NewName); DNACALIBMODULE_API void Run(FDNACalibDNAReader* Output) override; private: class Impl; TUniquePtr ImplPtr; };