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