48 lines
1.5 KiB
C++
48 lines
1.5 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/ObjectMacros.h"
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#include "GameFramework/Actor.h"
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#include "ControlPointMeshActor.generated.h"
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/**
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* ControlPointMeshActor is an actor with a ControlPointMeshComponent.
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*
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* @see UControlPointMeshComponent
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*/
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UCLASS(NotPlaceable, hideCategories = (Input), showCategories = ("Input|MouseInput", "Input|TouchInput"), ConversionRoot, ComponentWrapperClass, meta = (ChildCanTick), MinimalAPI)
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class AControlPointMeshActor : public AActor
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{
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GENERATED_UCLASS_BODY()
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private:
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UPROPERTY(Category = ControlPointMeshActor, VisibleAnywhere, BlueprintReadOnly, meta = (ExposeFunctionCategories = "Mesh,Rendering,Physics,Components|StaticMesh,Components|ControlPointMesh", AllowPrivateAccess = "true"))
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TObjectPtr<class UControlPointMeshComponent> ControlPointMeshComponent;
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public:
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/** Function to change mobility type */
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LANDSCAPE_API void SetMobility(EComponentMobility::Type InMobility);
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#if WITH_EDITOR
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//~ Begin AActor Interface
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LANDSCAPE_API virtual void CheckForErrors() override;
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LANDSCAPE_API virtual bool GetReferencedContentObjects(TArray<UObject*>& Objects) const override;
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//~ End AActor Interface
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#endif // WITH_EDITOR
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protected:
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//~ Begin UObject Interface.
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LANDSCAPE_API virtual FString GetDetailedInfoInternal() const override;
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//~ End UObject Interface.
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public:
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/** Returns ControlPointMeshComponent subobject **/
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LANDSCAPE_API class UControlPointMeshComponent* GetControlPointMeshComponent() const;
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};
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