39 lines
1.0 KiB
C++
39 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MetaHumanPipelineSlotSelection.h"
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#include "MetaHumanPipelineSlotSelectionData.generated.h"
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struct FMetaHumanPipelineSlotSelection;
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class UMetaHumanItemPipeline;
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/**
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* An item selected for a slot, with additional data about the selection.
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*
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* It's a fine distinction, but FMetaHumanPipelineSlotSelection is like a key that identifies the
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* selection, which may be passed around via public APIs. This struct contains data that is used to
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* process the selection.
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*/
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USTRUCT()
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struct METAHUMANCHARACTERPALETTE_API FMetaHumanPipelineSlotSelectionData
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{
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GENERATED_BODY()
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public:
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FMetaHumanPipelineSlotSelectionData() = default;
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explicit FMetaHumanPipelineSlotSelectionData(const FMetaHumanPipelineSlotSelection& InSelection)
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: Selection(InSelection)
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{
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}
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UPROPERTY()
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FMetaHumanPipelineSlotSelection Selection;
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// This overrides the pipeline on the palette for this item (not implemented yet)
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UPROPERTY()
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TObjectPtr<UMetaHumanItemPipeline> OverridePipelineInstance;
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};
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