// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Misc/Guid.h" #include "UObject/NameTypes.h" #include "UObject/Object.h" #include "SceneStateEventSchema.generated.h" class UUserDefinedStruct; struct FInstancedStruct; struct FSharedStruct; UCLASS(MinimalAPI, EditInlineNew) class USceneStateEventSchemaObject : public UObject { GENERATED_BODY() public: USceneStateEventSchemaObject() = default; /** Creates an event based on this event schema object, ensuring that the event data also matches the event schema struct */ FSharedStruct CreateEvent(FInstancedStruct&& InEventData) const; //~ Begin UObject virtual void PostInitProperties() override; //~ End UObject UPROPERTY(DuplicateTransient, TextExportTransient, meta=(IgnoreForMemberInitializationTest)) FGuid Id; UPROPERTY() FName Name; UPROPERTY(Instanced) TObjectPtr Struct; };