Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Public/LevelSequenceObject.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

88 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "UObject/LazyObjectPtr.h"
#include "UObject/ObjectMacros.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "LevelSequenceObject.generated.h"
class UObject;
/**
* 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;
};