You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb none #lockdown Nick.Penwarden #ROBOMERGE-OWNER: ryan.gerleve #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/... #ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking) [CL 4662413 by ben marsh in Dev-Networking branch]
47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/ObjectMacros.h"
|
|
#include "GameFramework/Actor.h"
|
|
#include "ViewportInteractableInterface.h"
|
|
#include "Manipulator.generated.h"
|
|
|
|
UCLASS()
|
|
class COMPONENTVISUALIZERS_API AManipulator : public AActor, public IViewportInteractableInterface
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
AManipulator();
|
|
|
|
// Begin AActor
|
|
virtual void PostEditMove(bool bFinished) override;
|
|
virtual bool IsEditorOnly() const final;
|
|
// End AActor
|
|
|
|
// Begin IViewportInteractableInterface
|
|
virtual void OnPressed(UViewportInteractor* Interactor, const FHitResult& InHitResult, bool& bOutResultedInDrag) override;
|
|
virtual void OnHover(UViewportInteractor* Interactor) override;
|
|
virtual void OnHoverEnter(UViewportInteractor* Interactor, const FHitResult& InHitResult) override;
|
|
virtual void OnHoverLeave(UViewportInteractor* Interactor, const UActorComponent* NewComponent) override;
|
|
virtual void OnDragRelease(UViewportInteractor* Interactor) override;
|
|
virtual bool CanBeSelected() override { return true; };
|
|
// End IViewportInteractableInterface
|
|
|
|
/** Set the component that should be moved when the manipulator was moved. */
|
|
void SetAssociatedComponent(USceneComponent* SceneComponent);
|
|
|
|
private:
|
|
|
|
/** The component to transform when this manipulator was moved. */
|
|
UPROPERTY()
|
|
USceneComponent* AssociatedComponent;
|
|
|
|
/** Visual representation of this manipulator. */
|
|
UPROPERTY()
|
|
class UStaticMeshComponent* StaticMeshComponent;
|
|
|
|
}; |