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2025-05-18 13:04:45 +08:00

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SceneStateBindingDataHandle.h"
#include "PropertyBindingBindableStructDescriptor.h"
#include "SceneStateBindingDesc.generated.h"
USTRUCT()
struct FSceneStateBindingDesc : public FPropertyBindingBindableStructDescriptor
{
GENERATED_BODY()
FSceneStateBindingDesc() = default;
#if WITH_EDITOR
explicit FSceneStateBindingDesc(const FName InName, const UStruct* InStruct, const FGuid InGuid, const FSceneStateBindingDataHandle& InDataHandle)
: Super(InName, InStruct, InGuid)
, DataHandle(InDataHandle)
{
}
#endif
UPROPERTY()
FSceneStateBindingDataHandle DataHandle;
};