// Copyright Epic Games, Inc. All Rights Reserved. #include "StateTreeObjectHash.h" #include "UObject/UnrealType.h" #if WITH_EDITORONLY_DATA bool FStateTreeObjectCRC32::ShouldSkipProperty(const FProperty* InProperty) const { if (InProperty == nullptr) { return false; } static const FName ExcludeFromHashName(TEXT("ExcludeFromHash")); const bool bExclude = InProperty->HasMetaData(ExcludeFromHashName); return FArchiveObjectCrc32::ShouldSkipProperty(InProperty) || InProperty->HasAllPropertyFlags(CPF_Transient) || bExclude; } #endif // WITH_EDITORONLY_DATA