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

42 lines
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C++

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