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