// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MovieSceneLiveLinkStructProperties.generated.h" struct FLiveLinkPropertyData; struct FMovieSceneBoolChannel; struct FMovieSceneByteChannel; struct FMovieSceneFloatChannel; struct FMovieSceneIntegerChannel; struct FMovieSceneStringChannel; class IMovieSceneLiveLinkPropertyHandler; namespace LiveLinkPropertiesUtils { LIVELINKMOVIESCENE_API TSharedPtr< IMovieSceneLiveLinkPropertyHandler> CreatePropertyHandler(const UScriptStruct& InStruct, FLiveLinkPropertyData* InPropertyData); } USTRUCT() struct FLiveLinkPropertyData { GENERATED_BODY() public: LIVELINKMOVIESCENE_API FLiveLinkPropertyData(); LIVELINKMOVIESCENE_API ~FLiveLinkPropertyData(); UPROPERTY() FName PropertyName; UPROPERTY() TArray FloatChannel; UPROPERTY() TArray StringChannel; UPROPERTY() TArray IntegerChannel; UPROPERTY() TArray BoolChannel; UPROPERTY() TArray ByteChannel; int32 GetChannelCount() const { return FloatChannel.Num() + StringChannel.Num() + IntegerChannel.Num() + BoolChannel.Num() + ByteChannel.Num(); } }; USTRUCT() struct FLiveLinkSubSectionData { GENERATED_BODY() public: UPROPERTY() TArray Properties; };