// Copyright Epic Games, Inc. All Rights Reserved. #include "EditableDaySequenceConditionSet.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(EditableDaySequenceConditionSet) UEditableDaySequenceConditionSet::UEditableDaySequenceConditionSet() : ConditionsProperty(nullptr) { if (!IsTemplate()) { ConditionsProperty = FindFProperty(GetClass(), TEXT("ConditionSet")); } } void UEditableDaySequenceConditionSet::SetConditions(const FDaySequenceConditionSet::FConditionValueMap& InConditions) { ConditionSet.Conditions = InConditions; } FDaySequenceConditionSet::FConditionValueMap& UEditableDaySequenceConditionSet::GetConditions() { return ConditionSet.Conditions; } FString UEditableDaySequenceConditionSet::GetConditionSetExportText() { ConditionsPropertyAsString.Reset(); if (ConditionsProperty) { ConditionsProperty->ExportTextItem_Direct(ConditionsPropertyAsString, &ConditionSet, &ConditionSet, this, 0); } return ConditionsPropertyAsString; }