// Copyright Epic Games, Inc. All Rights Reserved. #include "CurveTableIndexer.h" #include "Engine/CurveTable.h" #include "SearchSerializer.h" enum class ECurveTableIndexerVersion { Empty, Initial, // ------------------------------------------------------ VersionPlusOne, LatestVersion = VersionPlusOne - 1 }; int32 FCurveTableIndexer::GetVersion() const { return (int32)ECurveTableIndexerVersion::LatestVersion; } void FCurveTableIndexer::IndexAsset(const UObject* InAssetObject, FSearchSerializer& Serializer) const { const UCurveTable* DataTable = CastChecked(InAssetObject); const TMap& Rows = DataTable->GetRowMap(); Serializer.BeginIndexingObject(DataTable, TEXT("$self")); for (const auto& Entry : Rows) { const FName& RowName = Entry.Key; Serializer.IndexProperty(TEXT("Row"), RowName); } Serializer.EndIndexingObject(); }