text: // Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
  
  /** Factory which allows re-import of an ApexDestructibleAsset */
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "UObject/ObjectMacros.h"
  #include "EngineDefines.h"
  #include "EditorReimportHandler.h"
  #include "DestructibleMeshFactory.h"
  #include "ReimportDestructibleMeshFactory.generated.h"
  
  UCLASS(hideCategories=Object)
  class UReimportDestructibleMeshFactory : public UDestructibleMeshFactory, public FReimportHandler
  {
      GENERATED_UCLASS_BODY()
  public:
  	virtual FText GetDisplayName() const override;
  #if WITH_APEX
  	//~ Begin FReimportHandler Interface
  	virtual bool CanReimport( UObject* Obj, TArray<FString>& OutFilenames ) override;
  	virtual void SetReimportPaths( UObject* Obj, const TArray<FString>& NewReimportPaths ) override;
  	virtual EReimportResult::Type Reimport( UObject* Obj ) override;
  	virtual int32 GetPriority() const override;
  #else
  	virtual bool CanReimport( UObject* Obj, TArray<FString>& OutFilenames ) { return false; }
  	virtual void SetReimportPaths( UObject* Obj, const TArray<FString>& NewReimportPaths ) {}
  	virtual EReimportResult::Type Reimport( UObject* Obj ) override { return EReimportResult::Failed; }
  	virtual int32 GetPriority() const override { return -1; }
  	//~ End FReimportHandler Interface
  #endif // WITH_APEX
  };
  
  
  