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New Actor Folders objects.
- When enabled, folders are actual objects : modifying a folder won't affect actors (more compliant with OFPA). - Enabled by default for World Partition and Level Instances. - Can be enabled on regular levels (experimental feature 'Use Actor Folder Objects'). - If Level uses OFPA, ActorFolders will also be saved in their own package (but will use __ExternalObjects__ root folder). - In a future refactoring, external actors will also be moved in the same root folder. - Generalized saving object in an external package (different from its outer package) - World outliner supports old folders and new actor folder objects : Levels using the actor folder objects will show a root Level node (like Level Instances). #rb patrick.enfedaque, jeanfrancois.dube #preflight 61d84b356511bc498e5cb858 #ROBOMERGE-AUTHOR: richard.malo #ROBOMERGE-SOURCE: CL 18543443 in //UE5/Release-5.0/... via CL 18543482 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18543525 by richard malo in ue5-release-engine-test branch]
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "WorldFoldersImplementation.h"
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#include "WorldFolders.h"
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FWorldFoldersImplementation::FWorldFoldersImplementation(UWorldFolders& InWorldFolders)
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: Owner(InWorldFolders)
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{
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}
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UWorld* FWorldFoldersImplementation::GetWorld() const
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{
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return Owner.GetWorld();
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}
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bool FWorldFoldersImplementation::ContainsFolder(const FFolder& InFolder) const
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{
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return Owner.FoldersProperties.Contains(InFolder);
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}
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