Files
UnrealEngineUWP/Engine/Source/Editor/SubobjectDataInterface/Public/ChildSubobjectDataFactory.h
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

21 lines
661 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Templates/SharedPointer.h"
#include "SubobjectDataFactory.h"
/**
* This is the default subobject data factory that will provide a simple
*/
class FChildSubobjectDataFactory : public ISubobjectDataFactory
{
public:
// Begin ISubobjectDataFactory interface
virtual FName GetID() const { return TEXT("ChildSubobjectFactory"); }
virtual TSharedPtr<FSubobjectData> CreateSubobjectData(const FCreateSubobjectParams& Params) override;
virtual bool ShouldCreateSubobjectData(const FCreateSubobjectParams& Params) const override;
// End ISubobjectDataFactory
};