57 lines
1.3 KiB
C++
57 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "GameFramework/Actor.h"
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#include "InteractiveToolObjects.generated.h"
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/**
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* AInternalToolFrameworkActor is a base class for internal Actors that the
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* ToolsFramework may spawn (for gizmos, mesh previews, etc). These Actors
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* may need special-case handling, for example to prevent the user from
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* selecting and deleting them.
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*/
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UCLASS(Transient, NotPlaceable, Hidden, NotBlueprintable, NotBlueprintType, MinimalAPI)
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class AInternalToolFrameworkActor : public AActor
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{
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GENERATED_BODY()
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private:
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public:
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/** Controls whether this InternalToolFrameworkActor can be selected in the Editor. */
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UPROPERTY()
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bool bIsSelectableInEditor = false;
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#if WITH_EDITOR
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virtual bool IsSelectable() const override
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{
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return bIsSelectableInEditor;
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}
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#endif
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};
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// UInterface for IToolFrameworkComponent
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UINTERFACE(MinimalAPI)
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class UToolFrameworkComponent : public UInterface
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{
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GENERATED_BODY()
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};
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// IToolFrameworkComponent is an interface we can attach to custom Components used in the Tools framework.
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// Currently this interface is only used to identify such Components (to prevent certain Actors from being deleted)
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class IToolFrameworkComponent
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{
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GENERATED_BODY()
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public:
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};
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