43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "ContentBrowserDataMenuContexts.h"
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#include "ContentBrowserItemData.h"
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#include "CoreMinimal.h"
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#include "Delegates/Delegate.h"
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#include "UObject/ObjectMacros.h"
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#include "ContentBrowserDataLegacyBridge.generated.h"
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class FName;
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class UClass;
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class UFactory;
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struct FARFilter;
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struct FAssetData;
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/** Called to add extra asset data to the asset view, to display virtual assets. These get treated similar to Class assets */
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DECLARE_DELEGATE_TwoParams(FOnGetCustomSourceAssets, const FARFilter& /*SourceFilter*/, TArray<FAssetData>& /*AddedAssets*/);
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/** Called to begin user controlled asset creation via the asset data source (if available) */
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DECLARE_DELEGATE_FiveParams(FOnCreateNewAsset, const FName /*DefaultAssetName*/, const FName /*PackagePath*/, UClass* /*AssetClass*/, UFactory* /*Factory*/, UContentBrowserDataMenuContext_AddNewMenu::FOnBeginItemCreation /*OnBeginItemCreation*/);
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/** Filter data used to provide legacy information to the asset data source */
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USTRUCT()
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struct CONTENTBROWSERDATA_API FContentBrowserDataLegacyFilter
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{
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GENERATED_BODY()
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public:
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FOnGetCustomSourceAssets OnGetCustomSourceAssets;
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};
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namespace ContentBrowserDataLegacyBridge
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{
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/** Called to begin user controlled asset creation via the asset data source (if available) */
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CONTENTBROWSERDATA_API FOnCreateNewAsset& OnCreateNewAsset();
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}
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