// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "GameFramework/Actor.h" #include "GeometryCacheActor.generated.h" class UGeometryCacheComponent; /** GeometryCache actor, serves as a place-able actor for GeometryCache objects*/ UCLASS(ComponentWrapperClass) class GEOMETRYCACHE_API AGeometryCacheActor : public AActor { GENERATED_UCLASS_BODY() // Begin AActor overrides. #if WITH_EDITOR virtual bool GetReferencedContentObjects(TArray& Objects) const override; #endif // WITH_EDITOR // End AActor overrides. private_subobject: UPROPERTY(Category = GeometryCacheActor, VisibleAnywhere, BlueprintReadOnly, meta = (ExposeFunctionCategories = "Mesh,Rendering,Physics,Components|GeometryCache", AllowPrivateAccess = "true")) UGeometryCacheComponent* GeometryCacheComponent; public: /** Returns GeometryCacheComponent subobject **/ UFUNCTION(BlueprintCallable, Category = "Components|GeometryCache") UGeometryCacheComponent* GetGeometryCacheComponent() const; };