// Copyright Epic Games, Inc. All Rights Reserved. #pragma once /** This class represents an GeometryCollection Actor. */ #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "UObject/ObjectMacros.h" #include "GeometryCollectionActor.generated.h" class UGeometryCollectionComponent; class UGeometryCollectionDebugDrawComponent; struct FHitResult; UCLASS(MinimalAPI) class AGeometryCollectionActor: public AActor { GENERATED_UCLASS_BODY() public: #if WITH_EDITOR GEOMETRYCOLLECTIONENGINE_API virtual bool GetReferencedContentObjects(TArray& Objects) const override; #endif /* GeometryCollectionComponent */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Destruction, meta = (ExposeFunctionCategories = "Components|GeometryCollection", AllowPrivateAccess = "true")) TObjectPtr GeometryCollectionComponent; UGeometryCollectionComponent* GetGeometryCollectionComponent() const { return GeometryCollectionComponent; } PRAGMA_DISABLE_DEPRECATION_WARNINGS UPROPERTY() TObjectPtr GeometryCollectionDebugDrawComponent_DEPRECATED; PRAGMA_ENABLE_DEPRECATION_WARNINGS UFUNCTION(BlueprintCallable, Category = "Physics") GEOMETRYCOLLECTIONENGINE_API bool RaycastSingle(FVector Start, FVector End, FHitResult& OutHit) const; };