// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "DatasmithCustomAction.h" #include "DatasmithImportOptions.h" #include "ParametricRetessellateAction.generated.h" UCLASS() class PARAMETRICSURFACEEXTENSION_API UParametricRetessellateAction : public UDatasmithCustomActionBase { GENERATED_BODY() public: virtual const FText& GetLabel() override; virtual const FText& GetTooltip() override; virtual bool CanApplyOnAssets(const TArray& SelectedAssets) override; virtual void ApplyOnAssets(const TArray& SelectedAssets) override; virtual bool CanApplyOnActors(const TArray& SelectedActors) override; virtual void ApplyOnActors(const TArray& SelectedActors) override; }; UCLASS(config = Editor, Transient) class PARAMETRICSURFACEEXTENSION_API UParametricRetessellateActionOptions : public UObject { GENERATED_BODY() public: UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "NotVisible", meta = (ShowOnlyInnerProperties)) FDatasmithRetessellationOptions Options; };