// Copyright Epic Games, Inc. All Rights Reserved. #include "GeometryCacheAssetBroker.h" #include "GeometryCache.h" #include "GeometryCacheComponent.h" UClass* FGeometryCacheAssetBroker::GetSupportedAssetClass() { return UGeometryCache::StaticClass(); } bool FGeometryCacheAssetBroker::AssignAssetToComponent(UActorComponent* InComponent, UObject* InAsset) { if (UGeometryCacheComponent* GeometryCacheComponent = Cast(InComponent)) { UGeometryCache* GeomCache = Cast(InAsset); if ((GeomCache != nullptr) || (InAsset == nullptr)) { GeometryCacheComponent->SetGeometryCache(GeomCache); return true; } } return false; } UObject* FGeometryCacheAssetBroker::GetAssetFromComponent(UActorComponent* InComponent) { if (UGeometryCacheComponent* GeometryCacheComponent = Cast(InComponent)) { return GeometryCacheComponent->GetGeometryCache(); } return nullptr; }