37 lines
973 B
C++
37 lines
973 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ComponentInstanceDataCache.h"
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#include "SceneStateComponentInstanceData.generated.h"
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class USceneStateComponent;
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class USceneStateComponentPlayer;
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USTRUCT()
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struct FSceneStateComponentInstanceData : public FActorComponentInstanceData
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{
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GENERATED_BODY()
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FSceneStateComponentInstanceData()
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: SceneStatePlayer(nullptr)
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{
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}
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explicit FSceneStateComponentInstanceData(const USceneStateComponent* InSourceComponent);
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USceneStateComponentPlayer* GetSceneStatePlayer() const
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{
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return SceneStatePlayer;
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}
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//~ Begin FActorComponentInstanceData
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virtual bool ContainsData() const override;
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virtual void ApplyToComponent(UActorComponent* InComponent, const ECacheApplyPhase InCacheApplyPhase) override;
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virtual void AddReferencedObjects(FReferenceCollector& InCollector) override;
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//~ End FActorComponentInstanceData
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private:
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TObjectPtr<USceneStateComponentPlayer> SceneStatePlayer;
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};
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