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+ replaced all methods Describe by LexToString + unified naming from "*ID" to *Handle #preflight 61e85d121000e8c59a78c886 #rb mikko.mononen #ROBOMERGE-AUTHOR: yoan.stamant #ROBOMERGE-SOURCE: CL 18662203 in //UE5/Release-5.0/... via CL 18662234 via CL 18662264 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592) [CL 18662291 by yoan stamant in ue5-main branch]
37 lines
1.5 KiB
C++
37 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/SceneComponent.h"
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#include "SmartObjectTypes.h"
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#include "SmartObjectDefinition.h"
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#include "SmartObjectComponent.generated.h"
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UCLASS(Blueprintable, ClassGroup = Gameplay, meta = (BlueprintSpawnableComponent), config = Game, HideCategories = (Activation, AssetUserData, Collision, Cooking, HLOD, Lighting, LOD, Mobile, Mobility, Navigation, Physics, RayTracing, Rendering, Tags, TextureStreaming))
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class SMARTOBJECTSMODULE_API USmartObjectComponent : public USceneComponent
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{
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GENERATED_BODY()
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public:
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explicit USmartObjectComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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FBox GetSmartObjectBounds() const;
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const USmartObjectDefinition* GetDefinition() const { return DefinitionAsset; }
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void SetDefinition(USmartObjectDefinition* Definition) { DefinitionAsset = Definition; }
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FSmartObjectHandle GetRegisteredHandle() const { return RegisteredHandle; }
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void SetRegisteredHandle(const FSmartObjectHandle Value) { RegisteredHandle = Value; }
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protected:
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virtual void OnRegister() override;
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virtual void OnUnregister() override;
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UPROPERTY(EditDefaultsOnly, Category = SmartObject, BlueprintReadWrite)
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TObjectPtr<USmartObjectDefinition> DefinitionAsset;
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/** RegisteredHandle != FSmartObjectHandle::Invalid when registered into a collection by SmartObjectSubsystem */
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UPROPERTY(Transient, VisibleAnywhere, Category = SmartObject)
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FSmartObjectHandle RegisteredHandle;
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};
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