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Also includes fixes for other build issues as it's hard to separate them all. #jira too many to list #rb none #preflight 6247d21073665f7d5e6c5a6c [CL 19600818 by christopher waters in ue5-main branch]
55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_1
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#include "Engine/EngineTypes.h" // FHitResult
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#endif
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#include "UObject/Interface.h"
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#include "PrimitiveComponentBackedTarget.generated.h"
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class UPrimitiveComponent;
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class AActor;
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struct FHitResult;
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UINTERFACE()
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class INTERACTIVETOOLSFRAMEWORK_API UPrimitiveComponentBackedTarget : public UInterface
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{
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GENERATED_BODY()
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};
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class INTERACTIVETOOLSFRAMEWORK_API IPrimitiveComponentBackedTarget
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{
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GENERATED_BODY()
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public:
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/** @return the Component this is a Source for */
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virtual UPrimitiveComponent* GetOwnerComponent() const = 0;
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/** @return the Actor that owns this Component */
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virtual AActor* GetOwnerActor() const = 0;
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/**
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* Set the visibility of the Component associated with this Source (ie to hide during Tool usage)
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* @param bVisible desired visibility
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*/
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virtual void SetOwnerVisibility(bool bVisible) const = 0;
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/**
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* @return the transform on this component
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* @todo Do we need to return a list of transforms here?
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*/
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virtual FTransform GetWorldTransform() const = 0;
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/**
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* Compute ray intersection with the MeshDescription this Source is providing
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* @param WorldRay ray in world space
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* @param OutHit hit test data
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* @return true if ray intersected Component
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*/
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virtual bool HitTestComponent(const FRay& WorldRay, FHitResult& OutHit) const = 0;
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}; |