// Copyright Epic Games, Inc. All Rights Reserved. #include "Binding/Int32Binding.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(Int32Binding) #define LOCTEXT_NAMESPACE "UMG" UInt32Binding::UInt32Binding() { } bool UInt32Binding::IsSupportedDestination(FProperty* Property) const { return IsSupportedSource(Property); } bool UInt32Binding::IsSupportedSource(FProperty* Property) const { return IsConcreteTypeCompatibleWithReflectedType(Property); } int32 UInt32Binding::GetValue() const { //SCOPE_CYCLE_COUNTER(STAT_UMGBinding); if ( UObject* Source = SourceObject.Get() ) { int32 Value = 0; if ( SourcePath.GetValue(Source, Value) ) { return Value; } } return 0; } #undef LOCTEXT_NAMESPACE