// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "WidgetBlueprintEditor.h" #include "IDetailKeyframeHandler.h" class IPropertyHandle; class FUMGDetailKeyframeHandler : public IDetailKeyframeHandler { public: FUMGDetailKeyframeHandler( TSharedPtr InBlueprintEditor ); virtual bool IsPropertyKeyable(const UClass* InObjectClass, const class IPropertyHandle& PropertyHandle) const override; virtual bool IsPropertyKeyingEnabled() const override; virtual void OnKeyPropertyClicked(const IPropertyHandle& KeyedPropertyHandle) override; virtual bool IsPropertyAnimated(const class IPropertyHandle& PropertyHandle, UObject *ParentObject) const override; virtual EPropertyKeyedStatus GetPropertyKeyedStatus(const IPropertyHandle& PropertyHandle) const override; private: TWeakPtr BlueprintEditor; };