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2025-05-18 13:04:45 +08:00

49 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "UObject/SoftObjectPtr.h"
#include "UObject/NameTypes.h"
#include "Engine/DataAsset.h"
#include "MetaHumanMigrationDatabase.generated.h"
UENUM()
enum class EMetaHumanMigrationDataAssetType : uint8
{
Hair,
Eyebrows,
Eyelashes,
Beard,
Mustache,
Peachfuzz,
};
/**
* Contains assets that are available for migration.
*/
UCLASS(Blueprintable, BlueprintType)
class UMetaHumanMigrationAssetCollection : public UDataAsset
{
GENERATED_BODY()
public:
// Maps original MHC identifier against the wardrobe item.
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Mapping")
TMap<FName, TSoftObjectPtr<class UMetaHumanWardrobeItem>> GroomAssetMapping;
};
/**
* Contains all assets collections that will be used for migration.
*/
UCLASS(Blueprintable, BlueprintType)
class UMetaHumanMigrationDatabase : public UDataAsset
{
GENERATED_BODY()
public:
// Maps migration asset type against the collection object
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Assets")
TMap<EMetaHumanMigrationDataAssetType, TObjectPtr<UMetaHumanMigrationAssetCollection>> Assets;
};