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UnrealEngine/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectDefinitionBindableStructDescriptor.h
2025-05-18 13:04:45 +08:00

32 lines
1.1 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "PropertyBindingBindableStructDescriptor.h"
#include "SmartObjectTypes.h"
#include "SmartObjectDefinitionBindableStructDescriptor.generated.h"
/**
* Descriptor for a struct or class that can be a binding source or target.
* e.g., Parameters, Slot, Slot Data, etc.
*/
USTRUCT()
struct FSmartObjectDefinitionBindableStructDescriptor : public FPropertyBindingBindableStructDescriptor
{
GENERATED_BODY()
FSmartObjectDefinitionBindableStructDescriptor() = default;
#if WITH_EDITOR
FSmartObjectDefinitionBindableStructDescriptor(const FName& InName, const UStruct* InStruct, const FGuid& InGuid, const FSmartObjectDefinitionDataHandle& DataHandle)
: FPropertyBindingBindableStructDescriptor(InName, InStruct, InGuid)
, DataHandle(DataHandle)
{
}
#endif // WITH_EDITOR
/** Handle allowing bindings to locate the structure in the definition that this descriptor represents. */
UPROPERTY(VisibleAnywhere, Category = "SmartObject")
FSmartObjectDefinitionDataHandle DataHandle = FSmartObjectDefinitionDataHandle::Invalid;
};