// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "AssetEditorGizmoFactory.h" #include "PointLightGizmoFactory.generated.h" #define UE_API LIGHTGIZMOS_API UCLASS(MinimalAPI) class UPointLightGizmoFactory : public UObject, public IAssetEditorGizmoFactory { GENERATED_BODY() public: //IAssetEditorGizmoFactory interface UE_API virtual bool CanBuildGizmoForSelection(FEditorModeTools* ModeTools) const override; UE_API virtual TArray BuildGizmoForSelection(FEditorModeTools* ModeTools, UInteractiveGizmoManager* GizmoManager) const override; virtual EAssetEditorGizmoFactoryPriority GetPriority() const override { return EAssetEditorGizmoFactoryPriority::Normal; } UE_API virtual void ConfigureGridSnapping(bool bGridEnabled, bool bRotGridEnabled, const TArray& Gizmo) const override; }; #undef UE_API