// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "PaperSpriteSheet.generated.h" class UTexture2D; UCLASS(BlueprintType, meta = (DisplayThumbnail = "true")) class UPaperSpriteSheet : public UObject { GENERATED_UCLASS_BODY() public: // The names of sprites during import UPROPERTY(VisibleAnywhere, Category=Data) TArray SpriteNames; UPROPERTY(VisibleAnywhere, Category=Data) TArray< TSoftObjectPtr > Sprites; // The name of the default or diffuse texture during import UPROPERTY(VisibleAnywhere, Category=Data) FString TextureName; // The asset that was created for TextureName UPROPERTY(VisibleAnywhere, Category=Data) TObjectPtr Texture; // The name of the normal map texture during import (if any) UPROPERTY(VisibleAnywhere, Category=Data) FString NormalMapTextureName; // The asset that was created for NormalMapTextureName (if any) UPROPERTY(VisibleAnywhere, Category=Data) TObjectPtr NormalMapTexture; #if WITH_EDITORONLY_DATA // Import data for this UPROPERTY(VisibleAnywhere, Instanced, Category=ImportSettings) TObjectPtr AssetImportData; // UObject interface virtual void PostInitProperties() override; virtual void GetAssetRegistryTags(FAssetRegistryTagsContext Context) const override; UE_DEPRECATED(5.4, "Implement the version that takes FAssetRegistryTagsContext instead.") virtual void GetAssetRegistryTags(TArray& OutTags) const override; virtual void Serialize(FArchive& Ar) override; // End of UObject interface #endif };