Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionActor.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

45 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
/** This class represents an GeometryCollection Actor. */
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "UObject/ObjectMacros.h"
#include "GeometryCollectionActor.generated.h"
class UGeometryCollectionComponent;
class UGeometryCollectionDebugDrawComponent;
struct FHitResult;
UCLASS()
class GEOMETRYCOLLECTIONENGINE_API AGeometryCollectionActor: public AActor
{
GENERATED_UCLASS_BODY()
public:
/* Game state callback */
virtual void Tick(float DeltaSeconds) override;
#if WITH_EDITOR
virtual bool GetReferencedContentObjects(TArray<UObject*>& Objects) const override;
#endif
/* GeometryCollectionComponent */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Destruction, meta = (ExposeFunctionCategories = "Components|GeometryCollection", AllowPrivateAccess = "true"))
TObjectPtr<UGeometryCollectionComponent> GeometryCollectionComponent;
UGeometryCollectionComponent* GetGeometryCollectionComponent() const { return GeometryCollectionComponent; }
UPROPERTY(VisibleAnywhere, Category = Destruction, meta = (ExposeFunctionCategories = "Components|GeometryCollection", AllowPrivateAccess = "true"))
TObjectPtr<UGeometryCollectionDebugDrawComponent> GeometryCollectionDebugDrawComponent;
UGeometryCollectionDebugDrawComponent* GetGeometryCollectionDebugDrawComponent() const { return GeometryCollectionDebugDrawComponent; }
UFUNCTION(BlueprintCallable, Category = "Physics")
bool RaycastSingle(FVector Start, FVector End, FHitResult& OutHit) const;
};