// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "PropertyBindingBinding.h" #include "SceneStateBindingDataHandle.h" #include "SceneStateBinding.generated.h" USTRUCT() struct FSceneStateBinding : public FPropertyBindingBinding { GENERATED_BODY() using FPropertyBindingBinding::FPropertyBindingBinding; //~ Begin FPropertyBindingBinding SCENESTATEBINDING_API virtual FConstStructView GetSourceDataHandleStruct() const override; //~ End FPropertyBindingBinding UPROPERTY() FSceneStateBindingDataHandle SourceDataHandle; UPROPERTY() FSceneStateBindingDataHandle TargetDataHandle; };