Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectComponent.h
yoan stamant dca951147a [SmartObject] added component instance data for SmartObjectComponent so component can properly register itself while re-running the construction scripts.
This is required since the newly created components in the process will try to register before the Definition asset gets set.
#rb maxime.mercier
#rnx
#preflight 61faf0935e35b9215bfedaab

#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 18841643 via CL 18842123 via CL 18842168 via CL 18845170 via CL 18845776
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18845836 by yoan stamant in ue5-main branch]
2022-02-03 13:28:03 -05:00

66 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/SceneComponent.h"
#include "SmartObjectTypes.h"
#include "SmartObjectDefinition.h"
#include "SmartObjectComponent.generated.h"
UCLASS(Blueprintable, ClassGroup = Gameplay, meta = (BlueprintSpawnableComponent), config = Game, HideCategories = (Activation, AssetUserData, Collision, Cooking, HLOD, Lighting, LOD, Mobile, Mobility, Navigation, Physics, RayTracing, Rendering, Tags, TextureStreaming))
class SMARTOBJECTSMODULE_API USmartObjectComponent : public USceneComponent
{
GENERATED_BODY()
public:
explicit USmartObjectComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
FBox GetSmartObjectBounds() const;
const USmartObjectDefinition* GetDefinition() const { return DefinitionAsset; }
void SetDefinition(USmartObjectDefinition* Definition) { DefinitionAsset = Definition; }
FSmartObjectHandle GetRegisteredHandle() const { return RegisteredHandle; }
void SetRegisteredHandle(const FSmartObjectHandle Value) { RegisteredHandle = Value; }
protected:
friend struct FSmartObjectComponentInstanceData;
virtual TStructOnScope<FActorComponentInstanceData> GetComponentInstanceData() const override;
virtual void OnRegister() override;
virtual void OnUnregister() override;
void RegisterToSubsystem();
UPROPERTY(EditAnywhere, Category = SmartObject, BlueprintReadWrite)
TObjectPtr<USmartObjectDefinition> DefinitionAsset;
/** RegisteredHandle != FSmartObjectHandle::Invalid when registered into a collection by SmartObjectSubsystem */
UPROPERTY(Transient, VisibleAnywhere, Category = SmartObject)
FSmartObjectHandle RegisteredHandle;
};
/** Used to store SmartObjectComponent data during RerunConstructionScripts */
USTRUCT()
struct FSmartObjectComponentInstanceData : public FActorComponentInstanceData
{
GENERATED_BODY()
public:
FSmartObjectComponentInstanceData() = default;
explicit FSmartObjectComponentInstanceData(const USmartObjectComponent* SourceComponent, USmartObjectDefinition* Asset)
: FActorComponentInstanceData(SourceComponent)
, DefinitionAsset(Asset)
{}
USmartObjectDefinition* GetDefinitionAsset() const { return DefinitionAsset; }
protected:
virtual bool ContainsData() const override;
virtual void ApplyToComponent(UActorComponent* Component, const ECacheApplyPhase CacheApplyPhase) override;
UPROPERTY()
TObjectPtr<USmartObjectDefinition> DefinitionAsset = nullptr;
};