// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Delegates/Delegate.h" #include "Misc/Guid.h" #include "UObject/ObjectPtr.h" class UObject; namespace UE::SceneState { #if WITH_EDITOR struct FStructIdChange { /** Owner of the binding collection */ TObjectPtr BindingOwner; /** Map of the old struct id to the new id */ TMap OldToNewStructIdMap; }; /** Delegate called when a struct id has changed */ extern SCENESTATEBINDING_API TMulticastDelegate OnStructIdChanged; #endif } // UE::SceneState