/* * Copyright (c) <2017> Side Effects Software Inc. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Produced by: * Damian Campeanu, Mykola Konyk * Side Effects Software Inc * 123 Front Street West, Suite 1401 * Toronto, Ontario * Canada M5J 2M2 * 416-504-9876 * */ #pragma once #include "GameFramework/Actor.h" #include "HoudiniAssetActor.generated.h" class UHoudiniAssetComponent; UCLASS( hidecategories = (Input), ConversionRoot, meta = (ChildCanTick) ) class HOUDINIENGINERUNTIME_API AHoudiniAssetActor : public AActor { GENERATED_UCLASS_BODY() UPROPERTY( Category = HoudiniAssetActor, VisibleAnywhere, BlueprintReadOnly, meta = ( ExposeFunctionCategories = "Mesh,Rendering,Physics,Components|HoudiniAsset" ) ) UHoudiniAssetComponent * HoudiniAssetComponent; public: /** Return true if this actor is used for preview. **/ bool IsUsedForPreview() const; /** Return actor component. **/ UHoudiniAssetComponent* GetHoudiniAssetComponent() const; /** Reset actor's playtime. This time is used to set time and cook when in playmode. **/ void ResetHoudiniCurrentPlaytime(); /** Return actor's playtime. **/ float GetHoudiniCurrentPlaytime() const; /** AActor methods. **/ public: #if WITH_EDITOR virtual bool ShouldImport( FString * ActorPropString, bool IsMovingLevel ) override; virtual bool ShouldExport() override; /** Used by the "Sync to Content Browser" right-click menu option in the editor. **/ virtual bool GetReferencedContentObjects( TArray< UObject * >& Objects ) const; /** Called after a property has been changed **/ virtual void PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) override; #endif protected: /** Used to track current playtime. **/ float CurrentPlayTime; };