// Copyright Epic Games, Inc. All Rights Reserved. #include "MetaHumanCollectionEditorPipeline.h" #include "MetaHumanCollectionPipeline.h" #if WITH_EDITOR bool UMetaHumanCollectionEditorPipeline::PreBuildCollection(TNotNull InCollection, const FString& InCharacterName) { return true; } TNotNull UMetaHumanCollectionEditorPipeline::GetRuntimePipeline() const { // The editor pipeline is assumed to be a direct subobject of the runtime pipeline. // // Pipelines with a different setup can override this function. return CastChecked(GetOuter()); } TNotNull UMetaHumanCollectionEditorPipeline::GetRuntimeCharacterPipeline() const { return CastChecked(GetRuntimePipeline()); } #endif // WITH_EDITOR