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

39 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/ActorComponent.h"
#include "SmartObjectTypes.h"
#include "SmartObjectUserComponent.generated.h"
#define UE_API SMARTOBJECTSMODULE_API
/**
* Smart Object User Component defines common settings for a Smart Object user.
*
* The validation settings for entries and exits are separate to allow to have more lax exit settings.
* For example the entry settings might prevent to use Smart Object slots which are on water, but we could allow to exit in water.
*/
UCLASS(MinimalAPI, Blueprintable, ClassGroup = Gameplay, meta = (BlueprintSpawnableComponent), config = Game, HideCategories = (Activation, AssetUserData, Collision, Cooking, HLOD, Lighting, LOD, Mobile, Mobility, Navigation, Physics, RayTracing, Rendering, Tags, TextureStreaming))
class USmartObjectUserComponent : public UActorComponent
{
GENERATED_BODY()
public:
UE_API explicit USmartObjectUserComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
/** @return validation filter to be used for entries. */
TSubclassOf<USmartObjectSlotValidationFilter> GetValidationFilter() const
{
return ValidationFilter;
}
protected:
/** Validation filter used for entering testing entries for a Smart Object slot. */
UPROPERTY(EditAnywhere, Category = "SmartObject", BlueprintReadWrite)
TSubclassOf<USmartObjectSlotValidationFilter> ValidationFilter = nullptr;
};
#undef UE_API