48 lines
1.4 KiB
C++
48 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "UObject/Object.h"
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#include "MetaHumanCharacterEditorPipelineSpecification.generated.h"
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USTRUCT()
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struct METAHUMANCHARACTERPALETTE_API FMetaHumanCharacterPipelineSlotEditorData
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{
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GENERATED_BODY()
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/** The type of the expected Build Input struct for this slot */
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UPROPERTY()
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TObjectPtr<UScriptStruct> BuildInputStruct;
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};
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UCLASS()
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class METAHUMANCHARACTERPALETTE_API UMetaHumanCharacterEditorPipelineSpecification : public UObject
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{
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GENERATED_BODY()
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public:
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/**
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* The type of the expected Build Input struct for this palette.
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*
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* This is on the editor specification, rather than the runtime specification, so that it can
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* reference editor-only types.
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*/
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UPROPERTY()
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TObjectPtr<UScriptStruct> BuildInputStruct;
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/**
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* Editor-only data for slots defined in the runtime pipeline spec.
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*
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* Slots in the runtime pipeline spec, i.e. UMetaHumanCharacterPipelineSpecification, may or
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* may not have editor-only data here.
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*
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* The runtime pipeline spec is the source of truth for what slots exist on the pipeline.
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* SlotEditorData is not guaranteed to contain all slots, so when iterating slots, for example,
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* use the runtime pipeline spec instead and use SlotEditorData only as a lookup.
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*/
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UPROPERTY()
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TMap<FName, FMetaHumanCharacterPipelineSlotEditorData> SlotEditorData;
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};
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