Files
Ivan Anikin 46cf6a4396 Refactoring
2026-05-21 12:02:28 +07:00

30 lines
824 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AssetTypeCategories.h"
#include "Modules/ModuleInterface.h"
class IAssetTypeActions;
class FFunnyGirlEditorModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
static EAssetTypeCategories::Type GetLLMAssetCategory();
static EAssetTypeCategories::Type GetNarrativeAssetCategory();
private:
static EAssetTypeCategories::Type LLMAssetCategory;
static EAssetTypeCategories::Type NarrativeAssetCategory;
TArray<TSharedPtr<IAssetTypeActions>> RegisteredAssetTypeActions;
bool bMorphPresetCustomizationRegistered = false;
void RegisterAssetTypeAction(const TSharedRef<IAssetTypeActions>& AssetTypeAction);
void RegisterMenus();
void ExportMorphPresetDescriptions();
};