Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Public/GroundTruthData.h
Nathan Hodges 242da1f8e7 Add function to reset GroundTruthData
#preflight 64396f04c947f6523a5b60ef
#rb jerome.delattre
#rnx
#jira none

[CL 25042824 by Nathan Hodges in ue5-main branch]
2023-04-14 12:43:19 -04:00

53 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/ScriptMacros.h"
#include "UObject/UObjectGlobals.h"
#include "GroundTruthData.generated.h"
struct FFrame;
/**
*
*/
UCLASS(BlueprintType)
class FUNCTIONALTESTING_API UGroundTruthData : public UObject
{
GENERATED_BODY()
public:
UGroundTruthData();
UFUNCTION(BlueprintCallable, Category = "Automation")
void SaveObject(UObject* GroundTruth);
UFUNCTION(BlueprintCallable, Category = "Automation")
UObject* LoadObject();
UFUNCTION(BlueprintCallable, Category = "Automation")
bool CanModify() const;
UFUNCTION(BlueprintCallable, Category = "Automation")
void ResetObject();
#if WITH_EDITOR
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
public:
UPROPERTY(EditAnywhere, Category = Data)
bool bResetGroundTruth;
protected:
UPROPERTY(VisibleAnywhere, Instanced, Category=Data)
TObjectPtr<UObject> ObjectData;
};