RealtimeStyleTransferRuntime/Source/LyraGame/GameModes/LyraExperienceActionSet.h

43 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "LyraExperienceActionSet.generated.h"
class UGameFeatureAction;
/**
* Definition of a set of actions to perform as part of entering an experience
*/
UCLASS(BlueprintType, NotBlueprintable)
class ULyraExperienceActionSet : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
ULyraExperienceActionSet();
//~UObject interface
#if WITH_EDITOR
virtual EDataValidationResult IsDataValid(TArray<FText>& ValidationErrors) override;
#endif
//~End of UObject interface
//~UPrimaryDataAsset interface
#if WITH_EDITORONLY_DATA
virtual void UpdateAssetBundleData() override;
#endif
//~End of UPrimaryDataAsset interface
public:
// List of actions to perform as this experience is loaded/activated/deactivated/unloaded
UPROPERTY(EditAnywhere, Instanced, Category="Actions to Perform")
TArray<TObjectPtr<UGameFeatureAction>> Actions;
// List of Game Feature Plugins this experience wants to have active
UPROPERTY(EditAnywhere, Category="Feature Dependencies")
TArray<FString> GameFeaturesToEnable;
};