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49 lines
1.2 KiB
C++
49 lines
1.2 KiB
C++
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ChildActorSubobjectData.h"
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FChildActorSubobjectData::FChildActorSubobjectData(UObject* ContextObject, const FSubobjectDataHandle& ParentHandle, const bool InbIsInheritedSCS)
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: FInheritedSubobjectData(ContextObject, ParentHandle, InbIsInheritedSCS)
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{
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}
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FText FChildActorSubobjectData::GetDisplayName() const
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{
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if(const UChildActorComponent* CAC = GetChildActorComponent())
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{
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return CAC->GetClass()->GetDisplayNameText();
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}
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return FInheritedSubobjectData::GetDisplayName();
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}
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FText FChildActorSubobjectData::GetActorDisplayText() const
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{
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if (const AActor* ChildActor = GetObject<AActor>())
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{
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return ChildActor->GetClass()->GetDisplayNameText();
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}
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return FInheritedSubobjectData::GetActorDisplayText();
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}
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bool FChildActorSubobjectData::IsChildActor() const
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{
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return true;
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}
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bool FChildActorSubobjectData::CanDelete() const
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{
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return false;
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}
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bool FChildActorSubobjectData::CanReparent() const
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{
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// Can't reparent nodes within a child actor subtree
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return false;
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}
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bool FChildActorSubobjectData::CanDuplicate() const
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{
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// Duplication of Child actor components is not allowed.
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return false;
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}
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