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UnrealEngineUWP/Engine/Source/Runtime/Landscape/Classes/ControlPointMeshActor.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "GameFramework/Actor.h"
#include "ControlPointMeshActor.generated.h"
/**
* ControlPointMeshActor is an actor with a ControlPointMeshComponent.
*
* @see UControlPointMeshComponent
*/
UCLASS(NotPlaceable, hideCategories = (Input), showCategories = ("Input|MouseInput", "Input|TouchInput"), ConversionRoot, ComponentWrapperClass, meta = (ChildCanTick))
class LANDSCAPE_API AControlPointMeshActor : public AActor
{
GENERATED_UCLASS_BODY()
private:
UPROPERTY(Category = ControlPointMeshActor, VisibleAnywhere, BlueprintReadOnly, meta = (ExposeFunctionCategories = "Mesh,Rendering,Physics,Components|StaticMesh,Components|ControlPointMesh", AllowPrivateAccess = "true"))
TObjectPtr<class UControlPointMeshComponent> ControlPointMeshComponent;
public:
/** Function to change mobility type */
void SetMobility(EComponentMobility::Type InMobility);
#if WITH_EDITOR
//~ Begin AActor Interface
virtual void CheckForErrors() override;
virtual bool GetReferencedContentObjects(TArray<UObject*>& Objects) const override;
//~ End AActor Interface
#endif // WITH_EDITOR
protected:
//~ Begin UObject Interface.
virtual FString GetDetailedInfoInternal() const override;
//~ End UObject Interface.
public:
/** Returns ControlPointMeshComponent subobject **/
class UControlPointMeshComponent* GetControlPointMeshComponent() const;
};