// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "DisplayClusterSceneComponentSync.h" #include "DisplayClusterSceneComponentSyncThis.generated.h" /** * Synchronization component. Synchronizes itself */ UCLASS(ClassGroup = (DisplayCluster), Blueprintable, meta = (BlueprintSpawnableComponent, DisplayName = "NDisplay Sync This")) class DISPLAYCLUSTER_API UDisplayClusterSceneComponentSyncThis : public UDisplayClusterSceneComponentSync { GENERATED_BODY() public: UDisplayClusterSceneComponentSyncThis(const FObjectInitializer& ObjectInitializer); public: ////////////////////////////////////////////////////////////////////////////////////////////// // IDisplayClusterClusterSyncObject ////////////////////////////////////////////////////////////////////////////////////////////// virtual bool IsDirty() const override; virtual void ClearDirty() override; protected: ////////////////////////////////////////////////////////////////////////////////////////////// // UDisplayClusterSceneComponentSync ////////////////////////////////////////////////////////////////////////////////////////////// virtual FString GenerateSyncId() override; virtual FTransform GetSyncTransform() const override; virtual void SetSyncTransform(const FTransform& t) override; };