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