// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MetaHumanDefaultPipelineBase.h" #include "MetaHumanDefaultPipelineLegacy.generated.h" /** * Pipeline for building legacy actor-based MetaHumans. * * This pipeline produces MetaHuman assets with the same structure as those produced by the * cloud-based MetaHuman Creator app as much as possible, and is useful for users who have their * own tooling built around that structure. New users should use the non-legacy pipeline instead. * * 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 UMetaHumanDefaultPipelineLegacy : 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; #if WITH_EDITORONLY_DATA UPROPERTY(EditAnywhere, NoClear, Instanced, Category = "Character", meta = (FullyExpand, AllowedClasses = "/Script/MetaHumanDefaultEditorPipeline.MetaHumanDefaultEditorPipelineLegacy")) TObjectPtr EditorPipeline; #endif };