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- Fixed hashing when adding shared fragment for smart object slot definition - Added per slot Runtime Tags - Added common event handling for Smart Object and Slot changes and events - Added annotations, which are slot definition data that has visualization - Added linked slot annotation which allows behavior reuse on slots - Added editor only ID for each slot so that they can be identified during edits - Added SmartObject slot reference type that can be used to reference other slots in the Smart Object - Changed Smart Object bDisable to bEnabled - Added separate enabled state for slots - Changed Smart Object disable to send an event, not forcefully unclaim - Added more visualization support for Smart Object editor (canvas, visualize annotations) - Changed Smart Object editor to use the commonly transform for slots - Remove Smart Object Component instance from the asset editor as it was not needed #rb Stephen.Holmes #preflight 6360f0cf63608aee36e01ba5 [CL 22888712 by mikko mononen in ue5-main branch]
31 lines
983 B
C
31 lines
983 B
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SmartObjectAnnotation.h"
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#include "SmartObjectSlotLinkAnnotation.generated.h"
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/**
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* Annotation to allow to find slots based on a Gameplay Tag.
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* This can be used to reuse same behavior on different slots, allowing to use a tag to identify a related slot.
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*/
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USTRUCT()
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struct SMARTOBJECTSMODULE_API FSmartObjectSlotLinkAnnotation : public FSmartObjectSlotAnnotation
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{
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GENERATED_BODY()
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virtual ~FSmartObjectSlotLinkAnnotation() override {}
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#if UE_ENABLE_DEBUG_DRAWING
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virtual void DrawVisualization(FSmartObjectVisualizationContext& VisContext) const override;
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virtual void DrawVisualizationHUD(FSmartObjectVisualizationContext& VisContext) const override;
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#endif
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/** Tag to identify this slot. */
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UPROPERTY(EditAnywhere, Category="Default")
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FGameplayTag Tag;
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/** The slot the annotation points at. */
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UPROPERTY(EditAnywhere, Category="Default")
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FSmartObjectSlotReference LinkedSlot;
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};
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