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