text: // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
  
  /**
   *
   */
  
  #pragma once
  #include "Engine/Blueprint.h"
  #include "AnimBlueprintFactory.generated.h"
  
  UCLASS(HideCategories=Object,MinimalAPI)
  class UAnimBlueprintFactory : public UFactory
  {
  	GENERATED_UCLASS_BODY()
  
  	// The type of blueprint that will be created
  	UPROPERTY(EditAnywhere, Category=AnimBlueprintFactory)
  	TEnumAsByte<EBlueprintType> BlueprintType;
  
  	// The parent class of the created blueprint
  	UPROPERTY(EditAnywhere, Category=AnimBlueprintFactory, meta=(AllowAbstract = ""))
  	TSubclassOf<class UAnimInstance> ParentClass;
  
  	// The kind of skeleton that animation graphs compiled from the blueprint will animate
  	UPROPERTY(EditAnywhere, Category=AnimBlueprintFactory)
  	class USkeleton* TargetSkeleton;
  
  	// Begin UFactory Interface
  	virtual bool ConfigureProperties() override;
  	virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn, FName CallingContext) override;
  	virtual UObject* FactoryCreateNew(UClass* Class,UObject* InParent,FName Name,EObjectFlags Flags,UObject* Context,FFeedbackContext* Warn) override;
  	// Begin UFactory Interface	
  };
  
  