// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "IDisplayClusterStringSerializable.h" /** * Synchronizable object interface */ class IDisplayClusterClusterSyncObject : public IDisplayClusterStringSerializable { public: virtual ~IDisplayClusterClusterSyncObject() = default; public: // Need to sync this object? virtual bool IsActive() const = 0; // Unique ID of synced object virtual FString GetSyncId() const = 0; // Check if object has changed since last ClearDirty call virtual bool IsDirty() const = 0; // Cleans dirty flag making it 'not changed yet' virtual void ClearDirty() = 0; };