// Copyright Epic Games, Inc. All Rights Reserved. #include "SceneStateComponentInstanceData.h" #include "SceneStateComponent.h" FSceneStateComponentInstanceData::FSceneStateComponentInstanceData(const USceneStateComponent* InSourceComponent) : FActorComponentInstanceData(InSourceComponent) , SceneStatePlayer(InSourceComponent->GetSceneStatePlayer()) { } bool FSceneStateComponentInstanceData::ContainsData() const { return true; } void FSceneStateComponentInstanceData::ApplyToComponent(UActorComponent* InComponent, const ECacheApplyPhase InCacheApplyPhase) { Super::ApplyToComponent(InComponent, InCacheApplyPhase); CastChecked(InComponent)->ApplyComponentInstanceData(this); } void FSceneStateComponentInstanceData::AddReferencedObjects(FReferenceCollector& InCollector) { Super::AddReferencedObjects(InCollector); InCollector.AddReferencedObject(SceneStatePlayer); }