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Andron666 9c38e93fa4 part7
2022-12-05 20:31:35 +05:00

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3.0 KiB
C++

/*
* 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
};