// Copyright Epic Games, Inc. All Rights Reserved. #include "Tracks/MovieSceneVectorTrack.h" #include "Sections/MovieSceneVectorSection.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(MovieSceneVectorTrack) UMovieSceneFloatVectorTrack::UMovieSceneFloatVectorTrack( const FObjectInitializer& ObjectInitializer ) : Super( ObjectInitializer ) { NumChannelsUsed = 0; SupportedBlendTypes = FMovieSceneBlendTypeField::All(); } bool UMovieSceneFloatVectorTrack::SupportsType(TSubclassOf SectionClass) const { return SectionClass == UMovieSceneFloatVectorSection::StaticClass(); } UMovieSceneSection* UMovieSceneFloatVectorTrack::CreateNewSection() { UMovieSceneFloatVectorSection* NewSection = NewObject(this, NAME_None, RF_Transactional); NewSection->SetChannelsUsed(NumChannelsUsed); return NewSection; } UMovieSceneDoubleVectorTrack::UMovieSceneDoubleVectorTrack( const FObjectInitializer& ObjectInitializer ) : Super( ObjectInitializer ) { NumChannelsUsed = 0; SupportedBlendTypes = FMovieSceneBlendTypeField::All(); } bool UMovieSceneDoubleVectorTrack::SupportsType(TSubclassOf SectionClass) const { return SectionClass == UMovieSceneDoubleVectorSection::StaticClass(); } UMovieSceneSection* UMovieSceneDoubleVectorTrack::CreateNewSection() { UMovieSceneDoubleVectorSection* NewSection = NewObject(this, NAME_None, RF_Transactional); NewSection->SetChannelsUsed(NumChannelsUsed); return NewSection; }