// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Widgets/SCompoundWidget.h" class SActorEditorContext : public SCompoundWidget { public: SLATE_BEGIN_ARGS(SActorEditorContext) {} SLATE_ARGUMENT(UWorld*, World) SLATE_END_ARGS() UNREALED_API void Construct(const FArguments& InArgs); UNREALED_API ~SActorEditorContext(); UNREALED_API virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override; static UNREALED_API bool IsVisible(UWorld* InWorld); private: void OnEditorMapChange(uint32 MapChangeFlags = 0) { Rebuild(); } void OnActorEditorContextSubsystemChanged(); void Rebuild(); bool bNeedsRebuild; bool bIsContextExpanded; UWorld* World; };