namespace AnimationEditorUtils { template<class T> T * AnimationEditorUtils::CreateAnimationAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SkeletonOrSkeletalMesh, const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & InPrefix ) }