/* * Copyright (c) <2021> Side Effects Software Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. The name of Side Effects Software may not be used to endorse or * promote products derived from this software without specific prior * written permission. * * THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN * NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, * OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include "HoudiniAssetComponent.h" #include "UObject/ObjectMacros.h" #include "Components/ActorComponent.h" #include "GameFramework/Actor.h" #include "HoudiniAssetActor.generated.h" class UHoudiniPDGAssetLink; UCLASS(hidecategories = (Input), ConversionRoot, meta = (ChildCanTick), Blueprintable) class HOUDINIENGINERUNTIME_API AHoudiniAssetActor : public AActor { GENERATED_UCLASS_BODY() // Pointer to the root HoudiniAssetComponent UPROPERTY(Category = HoudiniAssetActor, VisibleAnywhere, BlueprintReadOnly, meta = (ExposeFunctionCategories = "Mesh,Rendering,Physics,Components|HoudiniEngine")/*, AllowPrivateAccess = "true"*/) UHoudiniAssetComponent * HoudiniAssetComponent; public: // Returns the actor's houdini component. UHoudiniAssetComponent* GetHoudiniAssetComponent() const; bool IsUsedForPreview() const; // Gets the Houdini PDG asset link associated with this actor, if it has one. UHoudiniPDGAssetLink* GetPDGAssetLink() const { return IsValid(HoudiniAssetComponent) ? HoudiniAssetComponent->GetPDGAssetLink() : nullptr; } #if WITH_EDITOR // Called after a property has been changed // Used to forward property changes to the HAC virtual void PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) override; // Used by the "Sync to Content Browser" right-click menu option in the editor. virtual bool GetReferencedContentObjects(TArray< UObject * >& Objects) const; /* public: // Called before editor paste, true allow import virtual bool ShouldImport(FString * ActorPropString, bool IsMovingLevel) override; // Used by the "Sync to Content Browser" right-click menu option in the editor. virtual bool GetReferencedContentObjects(TArray< UObject * >& Objects) const; */ #endif };