/******************************************************************************* The content of this file includes portions of the proprietary AUDIOKINETIC Wwise Technology released in source code form as part of the game integration package. The content of this file may not be used without valid licenses to the AUDIOKINETIC Wwise Technology. Note that the use of the game engine is subject to the Unreal(R) Engine End User License Agreement at https://www.unrealengine.com/en-US/eula/unreal License Usage Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use this file in accordance with the end user license agreement provided with the software or, alternatively, in accordance with the terms contained in a written agreement between you and Audiokinetic Inc. Copyright (c) 2023 Audiokinetic Inc. *******************************************************************************/ /*============================================================================= AkJsonFactory.h: =============================================================================*/ #pragma once #include "Factories/Factory.h" #include "AkJsonFactory.generated.h" /*------------------------------------------------------------------------------------ UAkJsonFactory ------------------------------------------------------------------------------------*/ UCLASS(hidecategories=Object) class UAkJsonFactory : public UFactory { GENERATED_BODY() public: UAkJsonFactory(const class FObjectInitializer& ObjectInitializer); #if CPP /*------------------------------------------------------------------------------------ UFactory Interface ------------------------------------------------------------------------------------*/ /** * Create a new instance * * @param Class The type of class to create * @param InParent The parent class * @param Name The name of the new instance * @param Flags Creation flags * @param Context Creation context * @param Warn Warnings * @return The new object if creation was successful, otherwise false */ virtual UObject* FactoryCreateNew(UClass* Class,UObject* InParent,FName Name,EObjectFlags Flags,UObject* Context,FFeedbackContext* Warn) override; #endif /** * @return true if this factory can deal with the file sent in. */ virtual bool FactoryCanImport(const FString& Filename) override; virtual bool ShouldShowInNewMenu() const override; };