// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "GameFramework/Actor.h" #include "SceneStateActor.generated.h" class USceneStateComponent; class USceneStateObject; UCLASS(MinimalAPI) class ASceneStateActor : public AActor { GENERATED_BODY() public: SCENESTATEGAMEPLAY_API static const FLazyName SceneStateComponentName; SCENESTATEGAMEPLAY_API ASceneStateActor(const FObjectInitializer& InObjectInitializer); SCENESTATEGAMEPLAY_API void SetSceneStateClass(TSubclassOf InSceneStateClass); SCENESTATEGAMEPLAY_API TSubclassOf GetSceneStateClass() const; UFUNCTION(BlueprintCallable, Category = "Scene State") SCENESTATEGAMEPLAY_API USceneStateObject* GetSceneState() const; private: UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Scene State", meta=(AllowPrivateAccess="true")) TObjectPtr SceneStateComponent; };