// Copyright Epic Games, Inc. All Rights Reserved. /** * Abstract base class of animation composite base * This contains Composite Section data and some necessary interface to make this work */ #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "Animation/EditorAnimBaseObj.h" #include "Animation/AnimMontage.h" #include "EditorCompositeSection.generated.h" UCLASS(hidecategories=UObject, MinimalAPI, BlueprintType) class UEditorCompositeSection: public UEditorAnimBaseObj { GENERATED_UCLASS_BODY() public: /** Default blend in time. */ UPROPERTY(EditAnywhere, Category=Montage, meta=(ShowOnlyInnerProperties)) FCompositeSection CompositeSection; int32 SectionIndex; virtual void InitSection(int32 SectionIndex); virtual bool ApplyChangesToMontage() override; };