Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectComponent.h
yoan stamant 2bc6238d48 [SmartObject] allow component instances to set the Definition to use
#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 18793780 via CL 18794498 via CL 18795751 via CL 18800967 via CL 18801136
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18801271 by yoan stamant in ue5-main branch]
2022-01-31 18:38:28 -05:00

37 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/SceneComponent.h"
#include "SmartObjectTypes.h"
#include "SmartObjectDefinition.h"
#include "SmartObjectComponent.generated.h"
UCLASS(Blueprintable, ClassGroup = Gameplay, meta = (BlueprintSpawnableComponent), config = Game, HideCategories = (Activation, AssetUserData, Collision, Cooking, HLOD, Lighting, LOD, Mobile, Mobility, Navigation, Physics, RayTracing, Rendering, Tags, TextureStreaming))
class SMARTOBJECTSMODULE_API USmartObjectComponent : public USceneComponent
{
GENERATED_BODY()
public:
explicit USmartObjectComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
FBox GetSmartObjectBounds() const;
const USmartObjectDefinition* GetDefinition() const { return DefinitionAsset; }
void SetDefinition(USmartObjectDefinition* Definition) { DefinitionAsset = Definition; }
FSmartObjectHandle GetRegisteredHandle() const { return RegisteredHandle; }
void SetRegisteredHandle(const FSmartObjectHandle Value) { RegisteredHandle = Value; }
protected:
virtual void OnRegister() override;
virtual void OnUnregister() override;
UPROPERTY(EditAnywhere, Category = SmartObject, BlueprintReadWrite)
TObjectPtr<USmartObjectDefinition> DefinitionAsset;
/** RegisteredHandle != FSmartObjectHandle::Invalid when registered into a collection by SmartObjectSubsystem */
UPROPERTY(Transient, VisibleAnywhere, Category = SmartObject)
FSmartObjectHandle RegisteredHandle;
};