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

38 lines
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C++

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