39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DeveloperSettings.h"
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#include "AdvancedCopyCustomization.h"
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#include "Engine/AssetUserData.h"
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#include "Engine/EngineTypes.h"
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#include "AssetToolsSettings.generated.h"
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USTRUCT()
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struct FAdvancedCopyMap
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{
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GENERATED_BODY()
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public:
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/** When copying this class, use a particular set of dependency and destination rules */
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UPROPERTY(EditAnywhere, Category = "Asset Tools", meta = (MetaClass = "/Script/CoreUObject.Object"))
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FSoftClassPath ClassToCopy;
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/** The set of dependency and destination rules to use for advanced copy */
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UPROPERTY(EditAnywhere, Category = "Asset Tools", meta = (MetaClass = "/Script/AssetTools.AdvancedCopyCustomization"))
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FSoftClassPath AdvancedCopyCustomization;
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};
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UCLASS(config = Game, defaultconfig, meta = (DisplayName = "Asset Tools"))
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class ASSETTOOLS_API UAssetToolsSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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UAssetToolsSettings() {};
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/** List of rules to use when advanced copying assets */
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UPROPERTY(config, EditAnywhere, Category = "Advanced Copy", Meta = (TitleProperty = "ClassToCopy"))
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TArray<FAdvancedCopyMap> AdvancedCopyCustomizations;
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};
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