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* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds [CL 26082269 by henrik karlsson in ue5-main branch]
38 lines
1.2 KiB
C++
38 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Subsystems/WorldSubsystem.h"
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#include "GeometryCollectionISMPoolSubSystem.generated.h"
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class AGeometryCollectionISMPoolActor;
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/**
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* A subsystem managing ISMPool actors.
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* Used by geometry collection now but repurposed for more general use.
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*/
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UCLASS(MinimalAPI)
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class UGeometryCollectionISMPoolSubSystem : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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GEOMETRYCOLLECTIONENGINE_API UGeometryCollectionISMPoolSubSystem();
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// USubsystem BEGIN
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GEOMETRYCOLLECTIONENGINE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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GEOMETRYCOLLECTIONENGINE_API virtual void Deinitialize() override;
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// USubsystem END
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/** Finds or creates an actor. */
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GEOMETRYCOLLECTIONENGINE_API AGeometryCollectionISMPoolActor* FindISMPoolActor();
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/** Get all actors managed by the subsystem. */
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GEOMETRYCOLLECTIONENGINE_API void GetISMPoolActors(TArray<AGeometryCollectionISMPoolActor*>& OutActors) const;
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protected:
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/** For now we only use one ISMPool actor per world, but we could extend the system to manage many more and return the right one based on search criteria. */
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UPROPERTY(Transient)
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TObjectPtr<AGeometryCollectionISMPoolActor> ISMPoolActor;
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};
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