// Copyright Epic Games, Inc. All Rights Reserved. #include "Sections/BindingLifetimeSection.h" #include "SequencerSectionPainter.h" #define LOCTEXT_NAMESPACE "BindingLifetimeSection" bool FBindingLifetimeSection::IsSectionSelected() const { TSharedPtr SequencerPtr = Sequencer.Pin(); TArray SelectedTracks; SequencerPtr->GetSelectedTracks(SelectedTracks); UMovieSceneSection* Section = WeakSection.Get(); UMovieSceneTrack* Track = Section ? CastChecked(Section->GetOuter()) : nullptr; return Track && SelectedTracks.Contains(Track); } int32 FBindingLifetimeSection::OnPaintSection(FSequencerSectionPainter& Painter) const { int32 LayerId = Painter.PaintSectionBackground(); return LayerId; } #undef LOCTEXT_NAMESPACE // "BindingLifetimeSection"