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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Actor.h"
#include "GenericSmartObject.generated.h"
class USmartObjectComponent;
class USmartObjectRenderingComponent;
struct FGameplayTagContainer;
UCLASS(hidecategories = (Input))
class SMARTOBJECTSMODULE_API AGenericSmartObject : public AActor
{
GENERATED_BODY()
public:
AGenericSmartObject(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif // WITH_EDITOR
protected:
UPROPERTY(EditAnywhere, Category = SmartObject, NoClear)
TObjectPtr<USmartObjectComponent> SOComponent;
#if WITH_EDITORONLY_DATA
UPROPERTY(NoClear)
TObjectPtr<USmartObjectRenderingComponent> RenderingComponent;
#endif // WITH_EDITORONLY_DATA
};