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- /*******************************************************************************
- 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;
- };
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