// Copyright Epic Games, Inc. All Rights Reserved. #include "MassEntityTraitBase.h" //----------------------------------------------------------------------// // UMassEntityTraitBase //----------------------------------------------------------------------// #include UE_INLINE_GENERATED_CPP_BY_NAME(MassEntityTraitBase) void UMassEntityTraitBase::DestroyTemplate() const { } bool UMassEntityTraitBase::ValidateTemplate(const FMassEntityTemplateBuildContext& BuildContext, const UWorld& World, FAdditionalTraitRequirements& OutTraitRequirements) const { return true; } #if WITH_EDITOR UMassEntityTraitBase::FOnNewTraitType UMassEntityTraitBase::OnNewTraitTypeEvent; void UMassEntityTraitBase::PostInitProperties() { Super::PostInitProperties(); if (HasAnyFlags(RF_ClassDefaultObject)) { OnNewTraitTypeEvent.Broadcast(*this); } } #endif // WITH_EDITOR //----------------------------------------------------------------------------- // DEPRECATED //----------------------------------------------------------------------------- bool UMassEntityTraitBase::ValidateTemplate(FMassEntityTemplateBuildContext& BuildContext, const UWorld& World) const { TArray AdditionalRequirements; FAdditionalTraitRequirements AdditionalTraitRequirementsWrapper(AdditionalRequirements); return ValidateTemplate(BuildContext, World, AdditionalTraitRequirementsWrapper); }