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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Factories/DirectorPromptDataAssetFactory.h"
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#include "FunnyGirlEditorModule.h"
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#include "LLM/DirectorPromptDataAsset.h"
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#define LOCTEXT_NAMESPACE "DirectorPromptDataAssetFactory"
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UDirectorPromptDataAssetFactory::UDirectorPromptDataAssetFactory()
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{
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SupportedClass = UDirectorPromptDataAsset::StaticClass();
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bCreateNew = true;
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bEditAfterNew = true;
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}
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UObject* UDirectorPromptDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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return NewObject<UDirectorPromptDataAsset>(InParent, InClass, InName, Flags);
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}
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FText UDirectorPromptDataAssetFactory::GetDisplayName() const
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{
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return LOCTEXT("DisplayName", "Director Prompt");
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}
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uint32 UDirectorPromptDataAssetFactory::GetMenuCategories() const
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{
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return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
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}
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bool UDirectorPromptDataAssetFactory::ShouldShowInNewMenu() const
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{
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return true;
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}
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#undef LOCTEXT_NAMESPACE
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Factories/Factory.h"
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#include "DirectorPromptDataAssetFactory.generated.h"
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UCLASS(hidecategories = Object)
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class UDirectorPromptDataAssetFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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UDirectorPromptDataAssetFactory();
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virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual FText GetDisplayName() const override;
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virtual uint32 GetMenuCategories() const override;
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virtual bool ShouldShowInNewMenu() const override;
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};
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Factories/DirectorToolBlueprintFactory.h"
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#include "Engine/Blueprint.h"
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#include "Engine/BlueprintGeneratedClass.h"
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#include "FunnyGirlEditorModule.h"
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#include "Kismet2/KismetEditorUtilities.h"
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#include "LLM/BrainToolBase.h"
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#define LOCTEXT_NAMESPACE "DirectorToolBlueprintFactory"
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UDirectorToolBlueprintFactory::UDirectorToolBlueprintFactory()
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{
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SupportedClass = UBlueprint::StaticClass();
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bCreateNew = true;
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bEditAfterNew = true;
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}
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UObject* UDirectorToolBlueprintFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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return FKismetEditorUtilities::CreateBlueprint(UBrainToolBase::StaticClass(), InParent, InName, BPTYPE_Normal, UBlueprint::StaticClass(), UBlueprintGeneratedClass::StaticClass());
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}
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FText UDirectorToolBlueprintFactory::GetDisplayName() const
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{
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return LOCTEXT("DisplayName", "Brain Tool");
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}
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uint32 UDirectorToolBlueprintFactory::GetMenuCategories() const
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{
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return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
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}
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bool UDirectorToolBlueprintFactory::ShouldShowInNewMenu() const
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{
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return true;
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}
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#undef LOCTEXT_NAMESPACE
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Factories/Factory.h"
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#include "DirectorToolBlueprintFactory.generated.h"
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UCLASS(hidecategories = Object)
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class UDirectorToolBlueprintFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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UDirectorToolBlueprintFactory();
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virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual FText GetDisplayName() const override;
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virtual uint32 GetMenuCategories() const override;
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virtual bool ShouldShowInNewMenu() const override;
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};
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Factories/IdentityDataAssetFactory.h"
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#include "FunnyGirlEditorModule.h"
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#include "LLM/IdentityDataAsset.h"
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#define LOCTEXT_NAMESPACE "IdentityDataAssetFactory"
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UIdentityDataAssetFactory::UIdentityDataAssetFactory()
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{
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SupportedClass = UIdentityDataAsset::StaticClass();
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bCreateNew = true;
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bEditAfterNew = true;
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}
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UObject* UIdentityDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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return NewObject<UIdentityDataAsset>(InParent, InClass, InName, Flags);
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}
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FText UIdentityDataAssetFactory::GetDisplayName() const
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{
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return LOCTEXT("DisplayName", "Identity");
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}
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uint32 UIdentityDataAssetFactory::GetMenuCategories() const
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{
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return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
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}
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bool UIdentityDataAssetFactory::ShouldShowInNewMenu() const
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{
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return true;
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}
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#undef LOCTEXT_NAMESPACE
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Factories/Factory.h"
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#include "IdentityDataAssetFactory.generated.h"
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UCLASS(hidecategories = Object)
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class UIdentityDataAssetFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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UIdentityDataAssetFactory();
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virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual FText GetDisplayName() const override;
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virtual uint32 GetMenuCategories() const override;
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virtual bool ShouldShowInNewMenu() const override;
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};
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Factories/LLMProviderDataAssetFactory.h"
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#include "FunnyGirlEditorModule.h"
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#include "LLM/LLMProviderDataAsset.h"
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#define LOCTEXT_NAMESPACE "LLMProviderDataAssetFactory"
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ULLMProviderDataAssetFactory::ULLMProviderDataAssetFactory()
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{
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SupportedClass = ULLMProviderDataAsset::StaticClass();
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bCreateNew = true;
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bEditAfterNew = true;
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}
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UObject* ULLMProviderDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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return NewObject<ULLMProviderDataAsset>(InParent, InClass, InName, Flags);
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}
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FText ULLMProviderDataAssetFactory::GetDisplayName() const
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{
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return LOCTEXT("DisplayName", "LLM Provider");
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}
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uint32 ULLMProviderDataAssetFactory::GetMenuCategories() const
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{
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return FFunnyGirlEditorModule::GetLLMAssetCategory();
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}
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bool ULLMProviderDataAssetFactory::ShouldShowInNewMenu() const
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{
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return true;
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}
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#undef LOCTEXT_NAMESPACE
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@@ -0,0 +1,20 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Factories/Factory.h"
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#include "LLMProviderDataAssetFactory.generated.h"
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UCLASS(hidecategories = Object)
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class ULLMProviderDataAssetFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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ULLMProviderDataAssetFactory();
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virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual FText GetDisplayName() const override;
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virtual uint32 GetMenuCategories() const override;
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virtual bool ShouldShowInNewMenu() const override;
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};
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Factories/PersonalityTraitDataAssetFactory.h"
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#include "FunnyGirlEditorModule.h"
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#include "Identity/PersonalityTraitDataAsset.h"
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#define LOCTEXT_NAMESPACE "PersonalityTraitDataAssetFactory"
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UPersonalityTraitDataAssetFactory::UPersonalityTraitDataAssetFactory()
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{
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SupportedClass = UPersonalityTraitDataAsset::StaticClass();
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bCreateNew = true;
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bEditAfterNew = true;
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}
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UObject* UPersonalityTraitDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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return NewObject<UPersonalityTraitDataAsset>(InParent, InClass, InName, Flags);
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}
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FText UPersonalityTraitDataAssetFactory::GetDisplayName() const
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{
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return LOCTEXT("DisplayName", "Personality Trait");
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}
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uint32 UPersonalityTraitDataAssetFactory::GetMenuCategories() const
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{
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return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
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}
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bool UPersonalityTraitDataAssetFactory::ShouldShowInNewMenu() const
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{
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return true;
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}
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#undef LOCTEXT_NAMESPACE
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@@ -0,0 +1,20 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Factories/Factory.h"
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#include "PersonalityTraitDataAssetFactory.generated.h"
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UCLASS(hidecategories = Object)
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class UPersonalityTraitDataAssetFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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UPersonalityTraitDataAssetFactory();
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virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual FText GetDisplayName() const override;
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virtual uint32 GetMenuCategories() const override;
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virtual bool ShouldShowInNewMenu() const override;
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};
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@@ -0,0 +1,37 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Factories/SystemEventDataAssetFactory.h"
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#include "FunnyGirlEditorModule.h"
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#include "LLM/SystemEventDataAsset.h"
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#define LOCTEXT_NAMESPACE "SystemEventDataAssetFactory"
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USystemEventDataAssetFactory::USystemEventDataAssetFactory()
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{
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SupportedClass = USystemEventDataAsset::StaticClass();
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bCreateNew = true;
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bEditAfterNew = true;
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}
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UObject* USystemEventDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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return NewObject<USystemEventDataAsset>(InParent, InClass, InName, Flags);
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}
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FText USystemEventDataAssetFactory::GetDisplayName() const
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{
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return LOCTEXT("DisplayName", "System Event");
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}
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uint32 USystemEventDataAssetFactory::GetMenuCategories() const
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{
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return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
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}
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bool USystemEventDataAssetFactory::ShouldShowInNewMenu() const
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{
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return true;
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}
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#undef LOCTEXT_NAMESPACE
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@@ -0,0 +1,20 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Factories/Factory.h"
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#include "SystemEventDataAssetFactory.generated.h"
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UCLASS(hidecategories = Object)
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class USystemEventDataAssetFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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USystemEventDataAssetFactory();
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virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual FText GetDisplayName() const override;
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virtual uint32 GetMenuCategories() const override;
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virtual bool ShouldShowInNewMenu() const override;
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};
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@@ -0,0 +1,37 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Factories/WorldContextDataAssetFactory.h"
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#include "FunnyGirlEditorModule.h"
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#include "World/WorldContextDataAsset.h"
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#define LOCTEXT_NAMESPACE "WorldContextDataAssetFactory"
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UWorldContextDataAssetFactory::UWorldContextDataAssetFactory()
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{
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SupportedClass = UWorldContextDataAsset::StaticClass();
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bCreateNew = true;
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bEditAfterNew = true;
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}
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UObject* UWorldContextDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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return NewObject<UWorldContextDataAsset>(InParent, InClass, InName, Flags);
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}
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FText UWorldContextDataAssetFactory::GetDisplayName() const
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{
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return LOCTEXT("DisplayName", "World Context");
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}
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uint32 UWorldContextDataAssetFactory::GetMenuCategories() const
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{
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return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
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}
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bool UWorldContextDataAssetFactory::ShouldShowInNewMenu() const
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{
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return true;
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}
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#undef LOCTEXT_NAMESPACE
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@@ -0,0 +1,20 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Factories/Factory.h"
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#include "WorldContextDataAssetFactory.generated.h"
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UCLASS(hidecategories = Object)
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class UWorldContextDataAssetFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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UWorldContextDataAssetFactory();
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virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual FText GetDisplayName() const override;
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virtual uint32 GetMenuCategories() const override;
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virtual bool ShouldShowInNewMenu() const override;
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};
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