// 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 FDNACalibRenameAnimatedMapCommand : public IDNACalibCommand { public: DNACALIBMODULE_API FDNACalibRenameAnimatedMapCommand(); DNACALIBMODULE_API FDNACalibRenameAnimatedMapCommand(uint16 AnimatedMapIndex, const FString& NewName); DNACALIBMODULE_API FDNACalibRenameAnimatedMapCommand(const FString& OldName, const FString& NewName); DNACALIBMODULE_API ~FDNACalibRenameAnimatedMapCommand(); FDNACalibRenameAnimatedMapCommand(const FDNACalibRenameAnimatedMapCommand&) = delete; FDNACalibRenameAnimatedMapCommand& operator=(const FDNACalibRenameAnimatedMapCommand&) = delete; DNACALIBMODULE_API FDNACalibRenameAnimatedMapCommand(FDNACalibRenameAnimatedMapCommand&&); DNACALIBMODULE_API FDNACalibRenameAnimatedMapCommand& operator=(FDNACalibRenameAnimatedMapCommand&&); DNACALIBMODULE_API void SetName(uint16 AnimatedMapIndex, 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; };