Files
sebastian lewicki 9caf645cd5 Fixing crash when saving an Actor to a GroundTruthData asset for test validation as the Actor does not have a valid level associated with it.
#jira UE-216179
#jira UE-216180
#rnx
#rb aditya.ravichandran, Jerome.Delattre


#virtualized

[CL 34151709 by sebastian lewicki in ue5-main branch]
2024-06-06 06:08:34 -04:00

53 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/ScriptMacros.h"
#include "UObject/UObjectGlobals.h"
#include "GroundTruthData.generated.h"
struct FFrame;
/**
*
*/
UCLASS(BlueprintType)
class FUNCTIONALTESTING_API UGroundTruthData : public UObject
{
GENERATED_BODY()
public:
UGroundTruthData();
UFUNCTION(BlueprintCallable, Category = "Automation")
void SaveObject(UObject* GroundTruth);
UFUNCTION(BlueprintCallable, Category = "Automation")
UObject* LoadObject();
UFUNCTION(BlueprintCallable, Category = "Automation")
bool CanModify() const;
UFUNCTION(BlueprintCallable, Category = "Automation")
void ResetObject();
#if WITH_EDITOR
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
public:
UPROPERTY(EditAnywhere, Category = Data)
bool bResetGroundTruth;
protected:
UPROPERTY(VisibleAnywhere, Export, Category=Data)
TObjectPtr<UObject> ObjectData;
};