// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "AssetEditorGizmoFactory.h" #include "PointLightGizmoFactory.generated.h" UCLASS() class LIGHTGIZMOS_API UPointLightGizmoFactory : public UObject, public IAssetEditorGizmoFactory { GENERATED_BODY() public: //IAssetEditorGizmoFactory interface virtual bool CanBuildGizmoForSelection(FEditorModeTools* ModeTools) const override; virtual TArray BuildGizmoForSelection(FEditorModeTools* ModeTools, UInteractiveGizmoManager* GizmoManager) const override; virtual EAssetEditorGizmoFactoryPriority GetPriority() const override { return EAssetEditorGizmoFactoryPriority::Normal; } virtual void ConfigureGridSnapping(bool bGridEnabled, bool bRotGridEnabled, const TArray& Gizmo) const override; };