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/*
* 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;
};