Files
mikko mononen 2394d7bbd1 Smart Object: Added parameters for Smart Object Definition (take 2)
- Added ability to parameterize the SOD using parameters and property copy
- Each Asset stores and shares a variations based parameter hash

#rb Yoan.StAmant

[CL 30965071 by mikko mononen in ue5-main branch]
2024-01-29 06:26:17 -05:00

31 lines
1023 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SmartObjectAnnotation.h"
#include "SmartObjectSlotLinkAnnotation.generated.h"
/**
* Annotation to allow to find slots based on a Gameplay Tag.
* This can be used to reuse same behavior on different slots, allowing to use a tag to identify a related slot.
*/
USTRUCT(meta = (DisplayName="Slot Link"))
struct SMARTOBJECTSMODULE_API FSmartObjectSlotLinkAnnotation : public FSmartObjectSlotAnnotation
{
GENERATED_BODY()
virtual ~FSmartObjectSlotLinkAnnotation() override {}
#if WITH_EDITOR
virtual void DrawVisualization(FSmartObjectVisualizationContext& VisContext) const override;
virtual void DrawVisualizationHUD(FSmartObjectVisualizationContext& VisContext) const override;
#endif
/** Tag to identify this slot. */
UPROPERTY(EditAnywhere, Category="Default")
FGameplayTag Tag;
/** The slot the annotation points at. */
UPROPERTY(EditAnywhere, Category="Default", meta = (NoBinding))
FSmartObjectSlotReference LinkedSlot;
};