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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]
21 lines
681 B
C++
21 lines
681 B
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 "Templates/SharedPointer.h"
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#include "SubobjectDataFactory.h"
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/**
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* This subobject data factory will create native and blueprint inherited subobjects
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*/
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class FInheritedSubobjectDataFactory : public ISubobjectDataFactory
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{
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public:
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// Begin ISubobjectDataFactory interface
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virtual FName GetID() const { return TEXT("InheritedSubobjectFactory"); }
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virtual TSharedPtr<FSubobjectData> CreateSubobjectData(const FCreateSubobjectParams& Params) override;
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virtual bool ShouldCreateSubobjectData(const FCreateSubobjectParams& Params) const override;
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// End ISubobjectDataFactory
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}; |