46 lines
1.1 KiB
C++
46 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SceneStateActor.h"
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#include "SceneStateComponent.h"
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const FLazyName ASceneStateActor::SceneStateComponentName(TEXT("SceneStateComponent"));
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ASceneStateActor::ASceneStateActor(const FObjectInitializer& InObjectInitializer)
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: Super(InObjectInitializer)
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{
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bStartWithTickEnabled = true;
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SceneStateComponent = CreateDefaultSubobject<USceneStateComponent>(ASceneStateActor::SceneStateComponentName);
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#if WITH_EDITORONLY_DATA
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bIsSpatiallyLoaded = false;
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#endif
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}
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void ASceneStateActor::SetSceneStateClass(TSubclassOf<USceneStateObject> InSceneStateClass)
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{
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if (SceneStateComponent)
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{
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SceneStateComponent->SetSceneStateClass(InSceneStateClass);
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}
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}
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TSubclassOf<USceneStateObject> ASceneStateActor::GetSceneStateClass() const
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{
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if (SceneStateComponent)
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{
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SceneStateComponent->GetSceneStateClass();
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}
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return nullptr;
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}
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USceneStateObject* ASceneStateActor::GetSceneState() const
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{
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if (SceneStateComponent)
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{
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return SceneStateComponent->GetSceneState();
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}
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return nullptr;
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}
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