// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MetaHumanDefaultPipelineBase.h" #include "MetaHumanDefaultPipeline.generated.h" class UMetaHumanCharacterEditorPipeline; /** * The default pipeline for building MetaHumans. * * This pipeline should cover the needs of most users who are making simple MetaHumans. * * Note that this class is itself abstract. A Blueprint subclass should be used to reference the * content this pipeline depends on. */ UCLASS(Abstract, Blueprintable, EditInlineNew) class METAHUMANDEFAULTPIPELINE_API UMetaHumanDefaultPipeline : public UMetaHumanDefaultPipelineBase { GENERATED_BODY() public: #if WITH_EDITOR virtual void SetDefaultEditorPipeline() override; virtual const UMetaHumanCollectionEditorPipeline* GetEditorPipeline() const override; virtual UMetaHumanCollectionEditorPipeline* GetMutableEditorPipeline() override; #endif virtual TSubclassOf GetActorClass() const override; private: #if WITH_EDITORONLY_DATA UPROPERTY(EditAnywhere, NoClear, Instanced, Category = "Character", meta = (FullyExpand, AllowedClasses = "/Script/MetaHumanDefaultEditorPipeline.MetaHumanDefaultEditorPipeline")) TObjectPtr EditorPipeline; #endif UPROPERTY(EditAnywhere, Category = "Character", meta = (MustImplement = "/Script/MetaHumanCharacterPalette.MetaHumanCharacterActorInterface")) TSubclassOf ActorClass; };