Files
UnrealEngineUWP/Engine/Source/Editor/SubobjectDataInterface/Private/BaseSubobjectDataFactory.cpp
ben hoffman 61908bed8a Create the Subobject Data interface module. This provides an API that can be used to manipulate Subobjects such as adding/removing components, reparenting, and changing the scene heirarchy.
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]
2021-04-23 11:01:15 -04:00

16 lines
603 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseSubobjectDataFactory.h"
#include "SubobjectData.h"
TSharedPtr<FSubobjectData> FBaseSubobjectDataFactory::CreateSubobjectData(const FCreateSubobjectParams& Params)
{
return TSharedPtr<FSubobjectData>(new FSubobjectData(Params.Context, Params.ParentHandle));
}
bool FBaseSubobjectDataFactory::ShouldCreateSubobjectData(const FCreateSubobjectParams& Params) const
{
// By default, this will just return false to ensure that if anyone
// adds a custom subobject data factory that they won't have to change this function
return false;
}