3#include <EditorEngineProcessFramework/EditorEngineProcessFrameworkDLL.h>
4#include <Foundation/Reflection/Reflection.h>
5#include <Foundation/Utilities/EnumerableClass.h>
6#include <ToolsFoundation/ToolsFoundationDLL.h>
20 plUuid GetDocumentGuid()
const;
21 void SetModified(
bool b =
true) { m_bModified = b; }
22 bool GetModified()
const {
return m_bModified; }
24 plUuid GetGuid()
const {
return m_SyncObjectGuid; }
28 virtual bool SetupForEngine(
plWorld* pWorld, plUInt32 uiNextComponentPickingID) {
return false; }
29 virtual void UpdateForEngine(
plWorld* pWorld) {}
Definition AssetDocument.h:42
Definition SyncObject.h:11
All classes that should be dynamically reflectable, need to be derived from this base class.
Definition DynamicRTTI.h:86
This data type is the abstraction for 128-bit Uuid (also known as GUID) instances.
Definition Uuid.h:11
A world encapsulates a scene graph of game objects and various component managers and their component...
Definition World.h:22
A generic delegate class which supports static functions and member functions.
Definition Delegate.h:76