// Copyright Epic Games, Inc. All Rights Reserved. #include "SubobjectDataAdapterBase.h" #include "SubobjectDataHandle.h" #define LOCTEXT_NAMESPACE "FSubobjectDataBehaviorBase" FSubobjectDataSubsystemContextData_SingleUObjectContextObject::FSubobjectDataSubsystemContextData_SingleUObjectContextObject() { } FSubobjectDataSubsystemContextData_SingleUObjectContextObject::FSubobjectDataSubsystemContextData_SingleUObjectContextObject(UObject* ContextObject) : Object(ContextObject) { } FSubobjectDataSubsystemContextData_TedsRow::FSubobjectDataSubsystemContextData_TedsRow() { } FSubobjectDataSubsystemContextData_TedsRow::FSubobjectDataSubsystemContextData_TedsRow(UE::Editor::DataStorage::RowHandle InRowHandle) { RowHandle = InRowHandle; } FSubobjectDataSubsystemContextData_TedsRow::FSubobjectDataSubsystemContextData_TedsRow(const FTedsRowHandle& InRowHandle) : RowHandle(InRowHandle) { } FSubobjectDataSubsystemAdapterBase::~FSubobjectDataSubsystemAdapterBase() = default; void FSubobjectDataSubsystemAdapterBase::GatherSubobjectData(const TInstancedStruct& ContextData, TArray& OutArray, TFunctionRef CreateSubobjectData) const { } int32 FSubobjectDataSubsystemAdapterBase::DeleteSubobjects( const FSubobjectDataHandle& ContextHandle, const TArray& SubobjectsToDelete) const { return 0; } FSubobjectDataAdapterBase::~FSubobjectDataAdapterBase() = default; bool FSubobjectDataAdapterBase::CanEdit(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::CanDelete(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::CanDuplicate(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::CanCopy(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::CanReparent(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::CanRename(const FSubobjectData& Data) const { return false; } const UObject* FSubobjectDataAdapterBase::GetObject(const FSubobjectData& Data, bool bEventIfPendingKill) const { return nullptr; } const UObject* FSubobjectDataAdapterBase::GetObjectForBlueprint(const FSubobjectData& Data, UBlueprint* Blueprint) const { return nullptr; } const UActorComponent* FSubobjectDataAdapterBase::GetComponentTemplate(const FSubobjectData& Data, bool bEvenIfPendingKill) const { return nullptr; } const UActorComponent* FSubobjectDataAdapterBase::FindComponentInstanceInActor(const FSubobjectData& Data, const AActor* InActor) const { return nullptr; } UActorComponent* FSubobjectDataAdapterBase::FindMutableComponentInstanceInActor(const FSubobjectData& Data, const AActor* InActor) const { return nullptr; } UBlueprint* FSubobjectDataAdapterBase::GetBlueprint(const FSubobjectData& Data) const { return nullptr; } UBlueprint* FSubobjectDataAdapterBase::GetBlueprintBeingEdited(const FSubobjectData& Data) const { return nullptr; } bool FSubobjectDataAdapterBase::IsInstancedComponent(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsInstancedActor(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsNativeComponent(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsBlueprintInheritedComponent(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsInheritedComponent(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsSceneComponent(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsRootComponent(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsDefaultSceneRoot(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::SceneRootHasDefaultName(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsComponent(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsChildActor(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsChildActorSubtreeObject(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsRootActor(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsActor(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsInstancedInheritedComponent(const FSubobjectData& Data) const { return false; } bool FSubobjectDataAdapterBase::IsAttachedTo(const FSubobjectData& Data, const FSubobjectDataHandle& InHandle) const { return false; } FString FSubobjectDataAdapterBase::GetDisplayString(const FSubobjectData& Data, bool bShowNativeComponentNames) const { return TEXT(""); } FText FSubobjectDataAdapterBase::GetDragDropDisplayText(const FSubobjectData& Data) const { return FText(); } FText FSubobjectDataAdapterBase::GetDisplayNameContextModifiers(const FSubobjectData& Data, bool bShowNativeComponentNames) const { return FText(); } FText FSubobjectDataAdapterBase::GetDisplayName(const FSubobjectData& Data) const { return FText(); } FName FSubobjectDataAdapterBase::GetVariableName(const FSubobjectData& Data) const { return FName(); } FText FSubobjectDataAdapterBase::GetSocketName(const FSubobjectData& Data) const { return FText(); } FName FSubobjectDataAdapterBase::GetSocketFName(const FSubobjectData& Data) const { return FName(); } bool FSubobjectDataAdapterBase::HasValidSocket(const FSubobjectData& Data) const { return false; } void FSubobjectDataAdapterBase::SetSocketName(FSubobjectData& Data, FName InNewName) const { } void FSubobjectDataAdapterBase::SetupAttachment(FSubobjectData& Data, FName SocketName, const FSubobjectDataHandle& AttachParentHandle) const { } FSubobjectDataHandle FSubobjectDataAdapterBase::FindChildByObject(const FSubobjectData& Data, UObject* ContextObject) const { return FSubobjectDataHandle(); } FText FSubobjectDataAdapterBase::GetAssetName(const FSubobjectData& Data) const { return FText(); } FText FSubobjectDataAdapterBase::GetAssetPath(const FSubobjectData& Data) const { return FText(); } bool FSubobjectDataAdapterBase::IsAssetVisible(const FSubobjectData& Data) const { return false; } FText FSubobjectDataAdapterBase::GetMobilityToolTipText(const FSubobjectData& Data) const { return FText(); } FText FSubobjectDataAdapterBase::GetComponentEditorOnlyTooltipText(const FSubobjectData& Data) const { return FText(); } FText FSubobjectDataAdapterBase::GetIntroducedInToolTipText(const FSubobjectData& Data) const { return FText(); } FText FSubobjectDataAdapterBase::GetActorDisplayText(const FSubobjectData& Data) const { return FText(); } #undef LOCTEXT_NAMESPACE