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