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UnrealEngine/Engine/Plugins/2D/Paper2D/Source/PaperSpriteSheetImporter/Private/PaperSpriteSheet.h
2025-05-18 13:04:45 +08:00

52 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "PaperSpriteSheet.generated.h"
class UTexture2D;
UCLASS(BlueprintType, meta = (DisplayThumbnail = "true"))
class UPaperSpriteSheet : public UObject
{
GENERATED_UCLASS_BODY()
public:
// The names of sprites during import
UPROPERTY(VisibleAnywhere, Category=Data)
TArray<FString> SpriteNames;
UPROPERTY(VisibleAnywhere, Category=Data)
TArray< TSoftObjectPtr<class UPaperSprite> > Sprites;
// The name of the default or diffuse texture during import
UPROPERTY(VisibleAnywhere, Category=Data)
FString TextureName;
// The asset that was created for TextureName
UPROPERTY(VisibleAnywhere, Category=Data)
TObjectPtr<UTexture2D> Texture;
// The name of the normal map texture during import (if any)
UPROPERTY(VisibleAnywhere, Category=Data)
FString NormalMapTextureName;
// The asset that was created for NormalMapTextureName (if any)
UPROPERTY(VisibleAnywhere, Category=Data)
TObjectPtr<UTexture2D> NormalMapTexture;
#if WITH_EDITORONLY_DATA
// Import data for this
UPROPERTY(VisibleAnywhere, Instanced, Category=ImportSettings)
TObjectPtr<class UAssetImportData> AssetImportData;
// UObject interface
virtual void PostInitProperties() override;
virtual void GetAssetRegistryTags(FAssetRegistryTagsContext Context) const override;
UE_DEPRECATED(5.4, "Implement the version that takes FAssetRegistryTagsContext instead.")
virtual void GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const override;
virtual void Serialize(FArchive& Ar) override;
// End of UObject interface
#endif
};