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49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "InheritedSubobjectData.h"
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#include "Kismet2/ComponentEditorUtils.h"
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FInheritedSubobjectData::FInheritedSubobjectData(UObject* ContextObject, const FSubobjectDataHandle& ParentHandle, const bool InbIsInheritedSCS)
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: FSubobjectData(ContextObject, ParentHandle)
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, bIsInheritedSCS(InbIsInheritedSCS)
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{
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}
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bool FInheritedSubobjectData::IsNativeComponent() const
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{
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if (const UActorComponent* Template = GetComponentTemplate())
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{
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return Template->CreationMethod == EComponentCreationMethod::Native && GetSCSNode() == nullptr;
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}
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return false;
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}
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bool FInheritedSubobjectData::CanEdit() const
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{
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if(IsComponent())
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{
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if(IsInstancedInheritedComponent())
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{
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const UActorComponent* Template = GetComponentTemplate();
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return (Template ? Template->IsEditableWhenInherited() : false);
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}
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else if (!IsNativeComponent())
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{
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USCS_Node* SCS_Node = GetSCSNode();
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return (SCS_Node != nullptr);
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}
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else if (const UActorComponent* ComponentTemplate = GetComponentTemplate())
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{
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return FComponentEditorUtils::GetPropertyForEditableNativeComponent(ComponentTemplate) != nullptr;
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}
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}
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return FSubobjectData::CanEdit();
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}
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bool FInheritedSubobjectData::IsInheritedSCSNode() const
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{
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return bIsInheritedSCS;
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}
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