// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimTimeline/AnimModel_AnimSequenceBase.h" class UAnimComposite; /** Anim model for an anim composite */ class FAnimModel_AnimComposite : public FAnimModel_AnimSequenceBase { public: FAnimModel_AnimComposite(const TSharedRef& InPreviewScene, const TSharedRef& InEditableSkeleton, const TSharedRef& InCommandList, UAnimComposite* InAnimComposite); /** FAnimModel interface */ virtual void RefreshTracks() override; virtual UAnimSequenceBase* GetAnimSequenceBase() const override; virtual void RecalculateSequenceLength() override; virtual float CalculateSequenceLengthOfEditorObject() const override; virtual void RefreshSnapTimes() override; private: /** The anim composite we wrap */ UAnimComposite* AnimComposite; /** Root track for the composite */ TSharedPtr CompositeRoot; };