// Copyright Epic Games, Inc. All Rights Reserved. #include "SceneStateActor.h" #include "SceneStateComponent.h" const FLazyName ASceneStateActor::SceneStateComponentName(TEXT("SceneStateComponent")); ASceneStateActor::ASceneStateActor(const FObjectInitializer& InObjectInitializer) : Super(InObjectInitializer) { PrimaryActorTick.bCanEverTick = true; PrimaryActorTick.bStartWithTickEnabled = true; SceneStateComponent = CreateDefaultSubobject(ASceneStateActor::SceneStateComponentName); #if WITH_EDITORONLY_DATA bIsSpatiallyLoaded = false; #endif } void ASceneStateActor::SetSceneStateClass(TSubclassOf InSceneStateClass) { if (SceneStateComponent) { SceneStateComponent->SetSceneStateClass(InSceneStateClass); } } TSubclassOf ASceneStateActor::GetSceneStateClass() const { if (SceneStateComponent) { SceneStateComponent->GetSceneStateClass(); } return nullptr; } USceneStateObject* ASceneStateActor::GetSceneState() const { if (SceneStateComponent) { return SceneStateComponent->GetSceneState(); } return nullptr; }