// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "GameFramework/Actor.h" #include "ControlPointMeshActor.generated.h" /** * ControlPointMeshActor is an actor with a ControlPointMeshComponent. * * @see UControlPointMeshComponent */ UCLASS(NotPlaceable, hideCategories = (Input), showCategories = ("Input|MouseInput", "Input|TouchInput"), ConversionRoot, ComponentWrapperClass, meta = (ChildCanTick), MinimalAPI) class AControlPointMeshActor : public AActor { GENERATED_UCLASS_BODY() private: UPROPERTY(Category = ControlPointMeshActor, VisibleAnywhere, BlueprintReadOnly, meta = (ExposeFunctionCategories = "Mesh,Rendering,Physics,Components|StaticMesh,Components|ControlPointMesh", AllowPrivateAccess = "true")) TObjectPtr ControlPointMeshComponent; public: /** Function to change mobility type */ LANDSCAPE_API void SetMobility(EComponentMobility::Type InMobility); #if WITH_EDITOR //~ Begin AActor Interface LANDSCAPE_API virtual void CheckForErrors() override; LANDSCAPE_API virtual bool GetReferencedContentObjects(TArray& Objects) const override; //~ End AActor Interface #endif // WITH_EDITOR protected: //~ Begin UObject Interface. LANDSCAPE_API virtual FString GetDetailedInfoInternal() const override; //~ End UObject Interface. public: /** Returns ControlPointMeshComponent subobject **/ LANDSCAPE_API class UControlPointMeshComponent* GetControlPointMeshComponent() const; };