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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 21065253 by bryan.sefcik #jira #preflight 62d5b3e91062f2e63014598e #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21152630 via CL 21156388 via CL 21157044 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21181817 by bryan sefcik in ue5-main branch]
126 lines
5.5 KiB
C++
126 lines
5.5 KiB
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 "Internationalization/Text.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "SubobjectData.h"
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#include "SubobjectDataHandle.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "SubobjectDataBlueprintFunctionLibrary.generated.h"
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class UBlueprint;
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class UObject;
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struct FFrame;
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/**
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* A function library with wrappers around the getter/setter functions for FSubobjectData
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* that will make it easier to use within blueprint contexts.
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*/
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UCLASS()
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class SUBOBJECTDATAINTERFACE_API USubobjectDataBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsValid(const FSubobjectData& Data) { return Data.IsValid(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsHandleValid(const FSubobjectDataHandle& DataHandle) { return DataHandle.IsValid(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static void GetData(const FSubobjectDataHandle& DataHandle, FSubobjectData& OutData);
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/**
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* @return Get the handle for this subobject data
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Subobject Data")
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static void GetHandle(const FSubobjectData& Data, FSubobjectDataHandle& OutHandle) { OutHandle = Data.GetHandle(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Subobject Data")
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FText GetDisplayName(const FSubobjectData& Data) { return Data.GetDisplayName(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Subobject Data")
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static FName GetVariableName(const FSubobjectData& Data) { return Data.GetVariableName(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Subobject Data")
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static bool IsAttachedTo(const FSubobjectData& Data, const FSubobjectDataHandle& InHandle) { return Data.IsAttachedTo(InHandle); }
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/**
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* @return Whether or not we can edit properties for this subobject
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool CanEdit(const FSubobjectData& Data) { return Data.CanEdit(); }
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/**
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* @return Whether or not this object represents a subobject that can be deleted
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool CanDelete(const FSubobjectData& Data) { return Data.CanDelete(); }
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/**
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* @return Whether or not this object represents a subobject that can be duplicated
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool CanDuplicate(const FSubobjectData& Data) { return Data.CanDuplicate(); }
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/**
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* @return Whether or not this object represents a subobject that can be copied
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool CanCopy(const FSubobjectData& Data) { return Data.CanCopy(); }
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/**
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* @return Whether or not this object represents a subobject that can
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* be reparented to other subobjects based on its context.
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool CanReparent(const FSubobjectData& Data) { return Data.CanReparent(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool CanRename(const FSubobjectData& Data) { return Data.CanRename(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static const UObject* GetObject(const FSubobjectData& Data, bool bEvenIfPendingKill = false) { return Data.GetObject(bEvenIfPendingKill); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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UBlueprint* GetBlueprint(const FSubobjectData& Data) { return Data.GetBlueprint(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsInstancedComponent(const FSubobjectData& Data) { return Data.IsInstancedComponent(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsInstancedActor(const FSubobjectData& Data) { return Data.IsInstancedActor(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsNativeComponent(const FSubobjectData& Data) { return Data.IsNativeComponent(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsInheritedComponent(const FSubobjectData& Data) { return Data.IsInheritedComponent(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsSceneComponent(const FSubobjectData& Data) { return Data.IsSceneComponent(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsRootComponent(const FSubobjectData& Data) { return Data.IsRootComponent(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsDefaultSceneRoot(const FSubobjectData& Data) { return Data.IsDefaultSceneRoot(); }
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/* Returns true if this subobject is a component. */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsComponent(const FSubobjectData& Data) { return Data.IsComponent(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsChildActor(const FSubobjectData& Data) { return Data.IsChildActor(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsRootActor(const FSubobjectData& Data) { return Data.IsRootActor(); }
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Subobject Data")
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static bool IsActor(const FSubobjectData& Data) { return Data.IsActor(); }
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}; |