// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= AnimMontage.cpp: Montage classes that contains slots =============================================================================*/ #include "Animation/EditorAnimSegment.h" #include "Animation/AnimMontage.h" #include "Animation/Skeleton.h" UEditorAnimSegment::UEditorAnimSegment(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { AnimSlotIndex = 0; AnimSegmentIndex = 0; } void UEditorAnimSegment::InitAnimSegment(int32 AnimSlotIndexIn, int32 AnimSegmentIndexIn) { AnimSlotIndex = AnimSlotIndexIn; AnimSegmentIndex = AnimSegmentIndexIn; if(UAnimMontage* Montage = Cast(AnimObject)) { if(Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex)) { AnimSegment = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex]; } } } void UEditorAnimSegment::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimReference)) { AnimSegment.UpdateCachedPlayLength(); } Super::PostEditChangeProperty(PropertyChangedEvent); } bool UEditorAnimSegment::ApplyChangesToMontage() { if(UAnimMontage* Montage = Cast(AnimObject)) { if(Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex) ) { if (AnimSegment.GetAnimReference() && Montage->GetSkeleton()->IsCompatibleForEditor(AnimSegment.GetAnimReference()->GetSkeleton())) { Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex] = AnimSegment; Montage->UpdateLinkableElements(AnimSlotIndex, AnimSegmentIndex); // Need to update linkable elements for segments further along. int32 NumSegments = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.Num(); for(int32 SegmentIdx = AnimSegmentIndex + 1 ; SegmentIdx < NumSegments ; ++SegmentIdx) { Montage->UpdateLinkableElements(AnimSlotIndex, SegmentIdx); } return true; } else { AnimSegment.SetAnimReference(Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex].GetAnimReference()); return false; } } } return false; } bool UEditorAnimSegment::PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent) { const FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None; // Changing the end or start time of the segment length can't change the order of the montage segments. // Return false so that the montage editor does not fully rebuild its UI and we can keep this UEditorAnimSegment object // in the details view. (A better solution would be handling the rebuilding in a way that didn't possibly invalidate the UEditorMontageObj in the details view) return !(PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimEndTime) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimStartTime) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimPlayRate) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, LoopingCount)); }