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