text: // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
  
  #include "CoreUObjectPrivate.h"
  
  #include "StringClassReference.h"
  #include "PropertyTag.h"
  
  #include "StringReferenceTemplates.h"
  
  bool FStringClassReference::SerializeFromMismatchedTag(struct FPropertyTag const& Tag, FArchive& Ar)
  {
  	struct UClassTypePolicy
  	{
  		typedef UClass Type;
  		static const FName FORCEINLINE GetTypeName() { return NAME_ClassProperty; }
  	};
  
  	return SerializeFromMismatchedTagTemplate<UClassTypePolicy>(AssetLongPathname, Tag, Ar);
  }
  
  UClass* FStringClassReference::ResolveClass() const
  {
  	return dynamic_cast<UClass*>(ResolveObject());
  }
  
  FStringClassReference FStringClassReference::GetOrCreateIDForClass(const UClass *InClass)
  {
  	check(InClass);
  	return FStringClassReference(InClass);
  }
  