88 lines
2.0 KiB
C++
88 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/UnrealString.h"
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#include "CoreMinimal.h"
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#include "UObject/LazyObjectPtr.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/WeakObjectPtr.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "LevelSequenceObject.generated.h"
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class UObject;
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/**
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* Structure for animated Actor objects.
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*/
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USTRUCT()
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struct FLevelSequenceObject
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{
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GENERATED_BODY()
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public:
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/** Creates and initializes a new instance. */
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FLevelSequenceObject()
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: ObjectOrOwner(nullptr)
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, CachedComponent(nullptr)
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{ }
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/**
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* Creates and initializes a new instance from an object.
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*
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* @param InObject The object to be bound.
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*/
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FLevelSequenceObject(UObject* InObject)
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: ObjectOrOwner(InObject)
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, CachedComponent(nullptr)
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{ }
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/**
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* Creates and initializes a new instance from an object component.
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*
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* @param InOwner The object that owns the component.
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* @param InComponentName The component to be bound.
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*/
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FLevelSequenceObject(UObject* InOwner, FString InComponentName)
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: ObjectOrOwner(InOwner)
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, ComponentName(InComponentName)
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, CachedComponent(nullptr)
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{ }
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/**
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* Compares two bindings for equality.
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*
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* @param X The first binding to compare.
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* @param Y The second binding to compare.
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* @return true if the bindings refer to the same object, false otherwise.
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*/
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bool operator==(const FLevelSequenceObject& Other) const
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{
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return (ObjectOrOwner == Other.ObjectOrOwner) && (ComponentName == Other.ComponentName);
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}
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/**
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* Gets a pointer to the possessed object.
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*
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* @return The object (usually an Actor or an ActorComponent).
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*/
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LEVELSEQUENCE_API UObject* GetObject() const;
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private:
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/** The object or the owner of the object being possessed. */
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UPROPERTY()
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TLazyObjectPtr<UObject> ObjectOrOwner;
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/** Optional name of an ActorComponent. */
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UPROPERTY()
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FString ComponentName;
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/** Cached pointer to the Actor component (only if ComponentName is set). */
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UPROPERTY(transient)
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mutable TWeakObjectPtr<UObject> CachedComponent;
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};
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