Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavSystemConfigOverride.h
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

57 lines
1.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "GameFramework/Actor.h"
#include "AI/NavigationSystemBase.h"
#include "NavSystemConfigOverride.generated.h"
class UNavigationSystemConfig;
UCLASS(hidecategories = (Input, Rendering, Actor, LOD, Cooking))
class NAVIGATIONSYSTEM_API ANavSystemConfigOverride : public AActor
{
GENERATED_BODY()
#if WITH_EDITORONLY_DATA
private:
UPROPERTY()
class UBillboardComponent* SpriteComponent;
#endif // WITH_EDITORONLY_DATA
protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Navigation, Instanced, meta = (NoResetToDefault))
UNavigationSystemConfig* NavigationSystemConfig;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Navigation, AdvancedDisplay)
uint8 bLoadOnClient : 1;
public:
ANavSystemConfigOverride(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~ Begin UObject Interface
virtual void PostLoad() override;
virtual void PostInitProperties() override;
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif // WITH_EDITOR
//~ End UObject Interface
#if WITH_EDITOR
/** made an explicit function since rebuilding navigation system can be expensive */
UFUNCTION(Category = Navigation, meta = (CallInEditor = "true"))
void ApplyChanges();
//virtual void CheckForErrors() override;
#endif
protected:
#if WITH_EDITOR
/** Called only in the editor mode*/
void InitializeForWorld(UNavigationSystemBase* NewNavSys, UWorld* World, const FNavigationSystemRunMode RunMode);
#endif // WITH_EDITOR
};