// Copyright Epic Games, Inc. All Rights Reserved. /** * * Used by Preview in PhysicsAssetEditor, allows us to switch between immediate mode and vanilla physx */ #pragma once #include "AnimPreviewInstance.h" #include "PhysicsAssetEditorAnimInstance.generated.h" class UAnimSequence; UCLASS(transient, NotBlueprintable) class UPhysicsAssetEditorAnimInstance : public UAnimPreviewInstance { GENERATED_UCLASS_BODY() virtual void Grab(FName InBoneName, const FVector& Location, const FRotator& Rotation, bool bRotationConstrained); virtual void Ungrab(); virtual void UpdateHandleTransform(const FTransform& NewTransform); virtual void UpdateDriveSettings(bool bLinearSoft, float LinearStiffness, float LinearDamping); virtual void CreateSimulationFloor(FBodyInstance* FloorBodyInstance, const FTransform& Transform); protected: virtual FAnimInstanceProxy* CreateAnimInstanceProxy() override; };