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