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

35 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/PrimitiveComponent.h"
#include "SmartObjectRenderingComponent.generated.h"
#define UE_API SMARTOBJECTSMODULE_API
class FPrimitiveSceneProxy;
UCLASS(MinimalAPI, hidecategories = (Object, LOD, Lighting, VirtualTexture, Transform, HLOD, Collision, TextureStreaming, Mobile, Physics, Tags, AssetUserData, Activation, Cooking, Rendering), editinlinenew, meta = (BlueprintSpawnableComponent))
class USmartObjectRenderingComponent : public UPrimitiveComponent
{
GENERATED_BODY()
public:
UE_API USmartObjectRenderingComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~ Begin UPrimitiveComponent Interface
UE_API virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
virtual bool ShouldRecreateProxyOnUpdateTransform() const override { return true; }
//~ End UPrimitiveComponent Interface
//~ Begin USceneComponent Interface
UE_API virtual FBoxSphereBounds CalcBounds(const FTransform &LocalToWorld) const override;
//~ End USceneComponent Interface
#if WITH_EDITOR
UE_API virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif // WITH_EDITOR
};
#undef UE_API