// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CustomizableObjectIdentifier.generated.h" #define UE_API CUSTOMIZABLEOBJECT_API USTRUCT(BlueprintType) struct FCustomizableObjectIdPair { GENERATED_USTRUCT_BODY() UPROPERTY(Category = CustomizableObject, BlueprintReadOnly, EditDefaultsOnly) FString CustomizableObjectGroupName; UPROPERTY(Category = CustomizableObject, BlueprintReadOnly, EditDefaultsOnly) FString CustomizableObjectName; FCustomizableObjectIdPair() { }; UE_API FCustomizableObjectIdPair(FString ObjectGroupName, FString ObjectName); bool operator ==(const FCustomizableObjectIdPair& Other) const { return CustomizableObjectGroupName == Other.CustomizableObjectGroupName && CustomizableObjectName == Other.CustomizableObjectName; } friend FArchive& operator <<(FArchive& Ar, FCustomizableObjectIdPair& IdPair) { Ar << IdPair.CustomizableObjectGroupName; Ar << IdPair.CustomizableObjectName; return Ar; } }; #undef UE_API