Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Public/LevelSequenceObject.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

82 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/LazyObjectPtr.h"
#include "LevelSequenceObject.generated.h"
/**
* Structure for animated Actor objects.
*/
USTRUCT()
struct FLevelSequenceObject
{
GENERATED_BODY()
public:
/** Creates and initializes a new instance. */
FLevelSequenceObject()
: ObjectOrOwner(nullptr)
, CachedComponent(nullptr)
{ }
/**
* Creates and initializes a new instance from an object.
*
* @param InObject The object to be bound.
*/
FLevelSequenceObject(UObject* InObject)
: ObjectOrOwner(InObject)
, CachedComponent(nullptr)
{ }
/**
* Creates and initializes a new instance from an object component.
*
* @param InOwner The object that owns the component.
* @param InComponentName The component to be bound.
*/
FLevelSequenceObject(UObject* InOwner, FString InComponentName)
: ObjectOrOwner(InOwner)
, ComponentName(InComponentName)
, CachedComponent(nullptr)
{ }
/**
* Compares two bindings for equality.
*
* @param X The first binding to compare.
* @param Y The second binding to compare.
* @return true if the bindings refer to the same object, false otherwise.
*/
friend bool operator==(const FLevelSequenceObject& X, const FLevelSequenceObject& Y)
{
return (X.ObjectOrOwner == Y.ObjectOrOwner) && (X.ComponentName == Y.ComponentName);
}
/**
* Gets a pointer to the possessed object.
*
* @return The object (usually an Actor or an ActorComponent).
*/
LEVELSEQUENCE_API UObject* GetObject() const;
private:
/** The object or the owner of the object being possessed. */
UPROPERTY()
TLazyObjectPtr<UObject> ObjectOrOwner;
/** Optional name of an ActorComponent. */
UPROPERTY()
FString ComponentName;
/** Cached pointer to the Actor component (only if ComponentName is set). */
UPROPERTY(transient)
mutable TWeakObjectPtr<UObject> CachedComponent;
};