Files
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

42 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "SlateGlobals.h"
#include "Binding/DynamicPropertyPath.h"
#include "PropertyBinding.generated.h"
DECLARE_CYCLE_STAT_EXTERN(TEXT("UMG Binding"), STAT_UMGBinding, STATGROUP_Slate,);
UCLASS(MinimalAPI)
class UPropertyBinding : public UObject
{
GENERATED_BODY()
public:
UMG_API UPropertyBinding();
UMG_API virtual bool IsSupportedSource(FProperty* Property) const;
UMG_API virtual bool IsSupportedDestination(FProperty* Property) const;
UMG_API virtual void Bind(FProperty* Property, FScriptDelegate* Delegate);
public:
/** The source object to use as the initial container to resolve the Source Property Path on. */
UPROPERTY(Transient)
TWeakObjectPtr<UObject> SourceObject;
/** The property path to trace to resolve this binding on the Source Object */
UPROPERTY()
FDynamicPropertyPath SourcePath;
/** Used to determine if a binding already exists on the object and if this binding can be safely removed. */
UPROPERTY()
FName DestinationProperty;
};