// Copyright Epic Games, Inc. All Rights Reserved. #include "Binding/BoolBinding.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(BoolBinding) #define LOCTEXT_NAMESPACE "UMG" UBoolBinding::UBoolBinding() { } bool UBoolBinding::IsSupportedSource(FProperty* Property) const { return IsConcreteTypeCompatibleWithReflectedType(Property); } bool UBoolBinding::IsSupportedDestination(FProperty* Property) const { return IsConcreteTypeCompatibleWithReflectedType(Property); } bool UBoolBinding::GetValue() const { //SCOPE_CYCLE_COUNTER(STAT_UMGBinding); if ( UObject* Source = SourceObject.Get() ) { bool Value = false; if ( SourcePath.GetValue(Source, Value) ) { return Value; } } return false; } #undef LOCTEXT_NAMESPACE