// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "SceneStateBindingDataHandle.h" #include "PropertyBindingBindableStructDescriptor.h" #include "SceneStateBindingDesc.generated.h" USTRUCT() struct FSceneStateBindingDesc : public FPropertyBindingBindableStructDescriptor { GENERATED_BODY() FSceneStateBindingDesc() = default; #if WITH_EDITOR explicit FSceneStateBindingDesc(const FName InName, const UStruct* InStruct, const FGuid InGuid, const FSceneStateBindingDataHandle& InDataHandle) : Super(InName, InStruct, InGuid) , DataHandle(InDataHandle) { } #endif UPROPERTY() FSceneStateBindingDataHandle DataHandle; };