Files
marc audy 311f7464bf Updated ../Engine/Source/Runtime/... to inline gen.cpp files
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds

After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds

#jira
#preflight

[CL 22173263 by marc audy in ue5-main branch]
2022-09-24 13:57:58 -04:00

57 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LevelSequenceObject.h"
#include "GameFramework/Actor.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LevelSequenceObject)
/* FSequencerPossessedObject interface
*****************************************************************************/
UObject* FLevelSequenceObject::GetObject() const
{
// get component-less object
if (ComponentName.IsEmpty())
{
return ObjectOrOwner.Get();
}
// get cached component
if ((CachedComponent.IsValid()) && (CachedComponent->GetName() == ComponentName))
{
return CachedComponent.Get();
}
CachedComponent = nullptr;
// find & cache component
UObject* Object = ObjectOrOwner.Get();
if (Object == nullptr)
{
return nullptr;
}
AActor* Owner = Cast<AActor>(Object);
if (Owner == nullptr)
{
return Object;
}
for (UActorComponent* ActorComponent : Owner->GetComponents())
{
if (ActorComponent->GetName() == ComponentName)
{
CachedComponent = ActorComponent;
return ActorComponent;
}
}
// component not found
return nullptr;
}