// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MetaHumanPipelineSlotSelection.h" #include "MetaHumanPipelineSlotSelectionData.generated.h" struct FMetaHumanPipelineSlotSelection; class UMetaHumanItemPipeline; /** * An item selected for a slot, with additional data about the selection. * * It's a fine distinction, but FMetaHumanPipelineSlotSelection is like a key that identifies the * selection, which may be passed around via public APIs. This struct contains data that is used to * process the selection. */ USTRUCT() struct METAHUMANCHARACTERPALETTE_API FMetaHumanPipelineSlotSelectionData { GENERATED_BODY() public: FMetaHumanPipelineSlotSelectionData() = default; explicit FMetaHumanPipelineSlotSelectionData(const FMetaHumanPipelineSlotSelection& InSelection) : Selection(InSelection) { } UPROPERTY() FMetaHumanPipelineSlotSelection Selection; // This overrides the pipeline on the palette for this item (not implemented yet) UPROPERTY() TObjectPtr OverridePipelineInstance; };