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Addition of UGeneratedNavLinksProxy class Addition of properties to FNavLinkGenerationJumpDownConfig to configure the link handler #rb Mieszko.Zielinski #jira UE-213923 [CL 34843997 by aris theophanidis in ue5-main branch]
39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "NavLinkCustomInterface.h"
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#include "BaseGeneratedNavLinksProxy.generated.h"
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/**
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* Experimental
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* Base class used to create generated navlinks proxy.
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* The proxy id is used to represent multiple links generated from the same configuration.
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*/
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UCLASS(Blueprintable, MinimalAPI)
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class UBaseGeneratedNavLinksProxy : public UObject, public INavLinkCustomInterface
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{
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GENERATED_UCLASS_BODY()
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// BEGIN INavLinkCustomInterface
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NAVIGATIONSYSTEM_API virtual void GetLinkData(FVector& LeftPt, FVector& RightPt, ENavLinkDirection::Type& Direction) const override;
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NAVIGATIONSYSTEM_API virtual FNavLinkId GetId() const override;
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NAVIGATIONSYSTEM_API virtual void UpdateLinkId(FNavLinkId ProxyId) override;
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NAVIGATIONSYSTEM_API virtual UObject* GetLinkOwner() const override;
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// END INavLinkCustomInterface
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void SetOwner(UObject* NewOwner) { Owner = NewOwner; }
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protected:
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/** The LinkID will be the same for all navlinks using the proxy. */
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UPROPERTY(Transient)
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FNavLinkId LinkProxyId;
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/** Proxy owner. */
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UPROPERTY(Transient)
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TObjectPtr<UObject> Owner = nullptr;
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};
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