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UnrealEngine/Engine/Plugins/Experimental/SceneState/Source/SceneStateBinding/Public/SceneStateBindingDelegates.h
2025-05-18 13:04:45 +08:00

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590 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Delegates/Delegate.h"
#include "Misc/Guid.h"
#include "UObject/ObjectPtr.h"
class UObject;
namespace UE::SceneState
{
#if WITH_EDITOR
struct FStructIdChange
{
/** Owner of the binding collection */
TObjectPtr<UObject> BindingOwner;
/** Map of the old struct id to the new id */
TMap<FGuid, FGuid> OldToNewStructIdMap;
};
/** Delegate called when a struct id has changed */
extern SCENESTATEBINDING_API TMulticastDelegate<void(const FStructIdChange&)> OnStructIdChanged;
#endif
} // UE::SceneState