// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Delegates/Delegate.h" class FProperty; class IPropertyHandle; enum class EPropertyKeyedStatus : uint8; class ISequencerPropertyKeyedStatusHandler { public: virtual ~ISequencerPropertyKeyedStatusHandler() = default; DECLARE_DELEGATE_RetVal_OneParam(EPropertyKeyedStatus, FOnGetPropertyKeyedStatus, const IPropertyHandle&); /** * Returns the External Handler delegate for a given property * Used for cases where a property is keyed into a track that does not match the property path so requires custom logic to figure out its status */ virtual FOnGetPropertyKeyedStatus& GetExternalHandler(const FProperty* Property) = 0; };