48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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/**
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* Factory for utility widget blueprints
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*/
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#include "Containers/EnumAsByte.h"
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#include "CoreMinimal.h"
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#include "Engine/Blueprint.h"
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#include "Factories/Factory.h"
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#include "Templates/SubclassOf.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "EditorUtilityWidgetBlueprintFactory.generated.h"
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class FFeedbackContext;
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class SWindow;
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class UClass;
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class UObject;
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UCLASS(HideCategories = Object, MinimalAPI)
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class UEditorUtilityWidgetBlueprintFactory : public UFactory
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{
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GENERATED_UCLASS_BODY()
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// The type of blueprint that will be created
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UPROPERTY(EditAnywhere, Category = WidgetBlueprintFactory)
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TEnumAsByte<EBlueprintType> BlueprintType;
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// The parent class of the created blueprint
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UPROPERTY(EditAnywhere, Category = WidgetBlueprintFactory, meta = (AllowAbstract = ""))
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TSubclassOf<class UUserWidget> ParentClass;
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// UFactory interface
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virtual bool ConfigureProperties() override;
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virtual bool ShouldShowInNewMenu() const override { return true; }
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual bool CanCreateNew() const override;
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// End of UFactory interface
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UClass* RootWidgetClass;
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};
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