42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MetaHumanDefaultPipelineBase.h"
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#include "MetaHumanDefaultPipeline.generated.h"
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class UMetaHumanCharacterEditorPipeline;
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/**
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* The default pipeline for building MetaHumans.
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*
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* This pipeline should cover the needs of most users who are making simple MetaHumans.
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*
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* Note that this class is itself abstract. A Blueprint subclass should be used to reference the
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* content this pipeline depends on.
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*/
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class METAHUMANDEFAULTPIPELINE_API UMetaHumanDefaultPipeline : public UMetaHumanDefaultPipelineBase
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{
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GENERATED_BODY()
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public:
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#if WITH_EDITOR
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virtual void SetDefaultEditorPipeline() override;
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virtual const UMetaHumanCollectionEditorPipeline* GetEditorPipeline() const override;
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virtual UMetaHumanCollectionEditorPipeline* GetMutableEditorPipeline() override;
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#endif
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virtual TSubclassOf<AActor> GetActorClass() const override;
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private:
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#if WITH_EDITORONLY_DATA
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UPROPERTY(EditAnywhere, NoClear, Instanced, Category = "Character", meta = (FullyExpand, AllowedClasses = "/Script/MetaHumanDefaultEditorPipeline.MetaHumanDefaultEditorPipeline"))
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TObjectPtr<UMetaHumanCollectionEditorPipeline> EditorPipeline;
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#endif
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UPROPERTY(EditAnywhere, Category = "Character", meta = (MustImplement = "/Script/MetaHumanCharacterPalette.MetaHumanCharacterActorInterface"))
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TSubclassOf<AActor> ActorClass;
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};
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