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TextAssetFactory.h
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29 lines (21 loc) · 1.11 KB
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EditorReimportHandler.h"
#include "Factories/Factory.h"
#include "UObject/ObjectMacros.h"
#include "TextAssetFactory.generated.h"
/**
* Implements a factory for UTextAsset objects.
*/
UCLASS(hidecategories=Object)
class UTextAssetFactory
: public UFactory, public FReimportHandler {
GENERATED_UCLASS_BODY()
public:
//~ UFactory Interface
// virtual UObject* FactoryCreateBinary(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, const TCHAR* Type, const uint8*& Buffer, const uint8* BufferEnd, FFeedbackContext* Warn) override;
virtual UObject* FactoryCreateFile(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, const FString& Filename, const TCHAR* Parms, FFeedbackContext* Warn, bool& bOutOperationCanceled) override;
virtual bool CanReimport(UObject* Obj, TArray<FString>& OutFilenames) override;
virtual void SetReimportPaths(UObject* Obj, const TArray<FString>& NewReimportPaths) override;
virtual EReimportResult::Type Reimport(UObject* Obj) override;
};