38 lines
1.4 KiB
C++
38 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 "MetaHumanDefaultPipelineLegacy.generated.h"
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/**
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* Pipeline for building legacy actor-based MetaHumans.
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*
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* This pipeline produces MetaHuman assets with the same structure as those produced by the
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* cloud-based MetaHuman Creator app as much as possible, and is useful for users who have their
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* own tooling built around that structure. New users should use the non-legacy pipeline instead.
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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 UMetaHumanDefaultPipelineLegacy : 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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#if WITH_EDITORONLY_DATA
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UPROPERTY(EditAnywhere, NoClear, Instanced, Category = "Character", meta = (FullyExpand, AllowedClasses = "/Script/MetaHumanDefaultEditorPipeline.MetaHumanDefaultEditorPipelineLegacy"))
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TObjectPtr<UMetaHumanCollectionEditorPipeline> EditorPipeline;
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#endif
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};
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