Various fixes to allow compiling negine with custom build configurations
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@@ -105,7 +105,6 @@ public:
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/// <summary>
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/// Returns true if object has a parent assigned.
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/// </summary>
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/// <returns>True if has parent, otherwise false.</returns>
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API_PROPERTY() FORCE_INLINE bool HasParent() const
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{
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return _parent != nullptr;
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@@ -114,7 +113,6 @@ public:
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/// <summary>
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/// Gets the parent actor (or null if object has no parent).
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/// </summary>
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/// <returns>The parent actor.</returns>
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API_PROPERTY(Attributes="HideInEditor")
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FORCE_INLINE Actor* GetParent() const
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{
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@@ -160,7 +158,6 @@ public:
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/// <summary>
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/// Gets a value indicating whether this object has a valid linkage to the prefab asset.
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/// </summary>
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/// <returns>True if actor has valid prefab link, otherwise false.</returns>
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API_PROPERTY() FORCE_INLINE bool HasPrefabLink() const
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{
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return _prefabID.IsValid();
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@@ -169,7 +166,6 @@ public:
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/// <summary>
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/// Gets the prefab asset ID. Empty if no prefab link exists.
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/// </summary>
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/// <returns>The prefab asset ID.</returns>
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API_PROPERTY() FORCE_INLINE Guid GetPrefabID() const
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{
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return _prefabID;
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@@ -178,7 +174,6 @@ public:
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/// <summary>
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/// Gets the ID of the object within a prefab that is used for synchronization with this object. Empty if no prefab link exists.
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/// </summary>
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/// <returns>The prefab object ID.</returns>
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API_PROPERTY() FORCE_INLINE Guid GetPrefabObjectID() const
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{
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return _prefabObjectID;
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