Various fixes to allow compiling negine with custom build configurations

This commit is contained in:
Wojtek Figat
2022-07-26 23:06:03 +02:00
parent 8beb732cb9
commit ff1fba403d
18 changed files with 41 additions and 39 deletions

View File

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