namespace AnimationEditorUtils { template<typename TFactory, typename T> void AnimationEditorUtils::ExecuteNewAnimAsset ( [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> SkeletonsOrSkeletalMeshes, const [FString](API\Runtime\Core\Containers\FString) InSuffix, FAnimAssetCreated AssetCreated, bool bInContentBrowser, bool bAllowReplaceExisting ) }