// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Serialization/ArchiveObjectCrc32.h" #if WITH_EDITORONLY_DATA /** * Archive based object hashing to be used with StateTree data calculation. * If a property has "IncludeInHash" meta tag, any of its child properties will be included in the hash. * Editor only since it relies on meta data. */ class FStateTreeObjectCRC32 : public FArchiveObjectCrc32 { public: virtual bool ShouldSkipProperty(const FProperty* InProperty) const override; }; #endif // WITH_EDITORONLY_DATA