57 lines
1.1 KiB
C++
57 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/Object.h"
|
|
#include "UObject/ObjectMacros.h"
|
|
#include "UObject/ObjectPtr.h"
|
|
#include "UObject/ScriptMacros.h"
|
|
#include "UObject/UObjectGlobals.h"
|
|
|
|
#include "GroundTruthData.generated.h"
|
|
|
|
#define UE_API FUNCTIONALTESTING_API
|
|
|
|
struct FFrame;
|
|
|
|
/**
|
|
*
|
|
*/
|
|
UCLASS(MinimalAPI, BlueprintType)
|
|
class UGroundTruthData : public UObject
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
UE_API UGroundTruthData();
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Automation")
|
|
UE_API void SaveObject(UObject* GroundTruth);
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Automation")
|
|
UE_API UObject* LoadObject();
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Automation")
|
|
UE_API bool CanModify() const;
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Automation")
|
|
UE_API void ResetObject();
|
|
|
|
#if WITH_EDITOR
|
|
UE_API virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
|
|
#endif
|
|
|
|
public:
|
|
|
|
UPROPERTY(EditAnywhere, Category = Data)
|
|
bool bResetGroundTruth;
|
|
|
|
protected:
|
|
|
|
UPROPERTY(VisibleAnywhere, Export, Category=Data)
|
|
TObjectPtr<UObject> ObjectData;
|
|
};
|
|
|
|
#undef UE_API
|