48 lines
1.1 KiB
C++
48 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameFramework/Actor.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "ConstraintsActor.generated.h"
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class UConstraintsManager;
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class UObject;
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UCLASS(NotPlaceable, MinimalAPI)
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class AConstraintsActor : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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CONSTRAINTS_API AConstraintsActor(const FObjectInitializer& ObjectInitializer);
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CONSTRAINTS_API virtual ~AConstraintsActor();
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CONSTRAINTS_API virtual void BeginDestroy() override;
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CONSTRAINTS_API virtual void Destroyed() override;
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CONSTRAINTS_API virtual void PostRegisterAllComponents() override;
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#if WITH_EDITOR
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CONSTRAINTS_API virtual void PostEditUndo() override;
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#endif
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protected:
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// Called when the game starts or when spawned
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CONSTRAINTS_API virtual void BeginPlay() override;
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public:
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// Called every frame
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CONSTRAINTS_API virtual void Tick(float DeltaTime) override;
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UPROPERTY()
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TObjectPtr<UConstraintsManager> ConstraintsManager = nullptr;
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private:
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void RegisterConstraintsTickFunctions() const;
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};
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