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