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Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21064294 by bryan.sefcik #jira #preflight 62d5c2111062f2e63015e598 #ROBOMERGE-OWNER: bryan.sefcik #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21182053 by bryan sefcik in ue5-main branch]
50 lines
1018 B
C++
50 lines
1018 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/ScriptMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "GroundTruthData.generated.h"
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struct FFrame;
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/**
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*
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*/
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UCLASS(BlueprintType)
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class FUNCTIONALTESTING_API UGroundTruthData : public UObject
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{
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GENERATED_BODY()
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public:
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UGroundTruthData();
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UFUNCTION(BlueprintCallable, Category = "Automation")
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void SaveObject(UObject* GroundTruth);
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UFUNCTION(BlueprintCallable, Category = "Automation")
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UObject* LoadObject();
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UFUNCTION(BlueprintCallable, Category = "Automation")
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bool CanModify() const;
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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public:
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UPROPERTY(EditAnywhere, Category = Data)
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bool bResetGroundTruth;
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protected:
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UPROPERTY(VisibleAnywhere, Instanced, Category=Data)
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TObjectPtr<UObject> ObjectData;
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};
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