Files
UnrealEngine/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprintFactory.h
2025-05-18 13:04:45 +08:00

46 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
/**
* Factory for utility blueprints
*/
#include "CoreMinimal.h"
#include "Factories/Factory.h"
#include "Templates/SharedPointer.h"
#include "Templates/SubclassOf.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "EditorUtilityBlueprintFactory.generated.h"
class FFeedbackContext;
class SWindow;
class UClass;
class UObject;
UCLASS()
class BLUTILITY_API UEditorUtilityBlueprintFactory : public UFactory
{
GENERATED_UCLASS_BODY()
// The parent class of the created blueprint
UPROPERTY(EditAnywhere, Category=BlueprintFactory, meta=(AllowAbstract = "", BlueprintBaseOnly = ""))
TSubclassOf<class UObject> ParentClass;
// UFactory interface
virtual bool ConfigureProperties() override;
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual bool CanCreateNew() const override;
// End of UFactory interface
/** Handler for when a class is picked in the class picker */
void OnClassPicked(UClass* InChosenClass);
protected:
/** A pointer to the window that is asking the user to select a parent class */
TWeakPtr<SWindow> PickerWindow;
};