Files
UnrealEngine/Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterPalette/Private/MetaHumanCollectionEditorPipeline.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

35 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetaHumanCollectionEditorPipeline.h"
#include "MetaHumanCollectionPipeline.h"
#if WITH_EDITOR
bool UMetaHumanCollectionEditorPipeline::PreBuildCollection(TNotNull<UMetaHumanCollection*> InCollection, const FString& InCharacterName)
{
return true;
}
TNotNull<const UMetaHumanCollectionPipeline*> UMetaHumanCollectionEditorPipeline::GetRuntimePipeline() const
{
// The editor pipeline is assumed to be a direct subobject of the runtime pipeline.
//
// Pipelines with a different setup can override this function.
return CastChecked<UMetaHumanCollectionPipeline>(GetOuter());
}
TNotNull<const UMetaHumanCharacterPipeline*> UMetaHumanCollectionEditorPipeline::GetRuntimeCharacterPipeline() const
{
return CastChecked<UMetaHumanCharacterPipeline>(GetRuntimePipeline());
}
UBlueprint* UMetaHumanCollectionEditorPipeline::WriteActorBlueprint(const FString& InBlueprintPath) const
{
FWriteBlueprintSettings Settings;
Settings.BlueprintPath = InBlueprintPath;
return WriteActorBlueprint(Settings);
}
#endif // WITH_EDITOR