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The SubobjectDataSubsystem is how users can manipulate a given object within Blueprints or Python scripting. Given a Uobject instance in a level or a UBlueprint asset, you can use GatherSubobjectData to get get an array of handles that you can use to manipulate that subobject. This is what the new SubobjectEditor (Previously the SCS editor) will be using instead of having all its logic within slate code. #rb marc.audy #jira UE-64131 #preflight 6082ce4f8de3a60001cf6af8 #preflight 6082d84a92d7e700019f53e0 [CL 16104548 by ben hoffman in ue5-main branch]
27 lines
918 B
C
27 lines
918 B
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "InheritedSubobjectData.h"
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/**
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* Container that represents the subobejct data of a child actor component.
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*/
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struct SUBOBJECTDATAINTERFACE_API FChildActorSubobjectData final : public FInheritedSubobjectData
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{
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explicit FChildActorSubobjectData(UObject* ContextObject, const FSubobjectDataHandle& ParentHandle, const bool InbIsInheritedSCS);
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// FSubobjectData interface
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virtual FText GetDisplayName() const override;
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virtual FText GetActorDisplayText() const override;
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virtual bool IsChildActor() const override;
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virtual bool CanDelete() const override;
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virtual bool CanReparent() const override;
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virtual bool CanDuplicate() const override;
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// End FSubobjectData
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inline const UChildActorComponent* GetChildActorComponent(bool bEvenIfPendingKill = false) const
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{
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return GetObject<UChildActorComponent>(bEvenIfPendingKill);
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}
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}; |