// Copyright Epic Games, Inc. All Rights Reserved. #include "Channels/MovieSceneCurveChannelCommon.h" #include "MovieSceneFrameMigration.h" #include "UObject/SequencerObjectVersion.h" #include "UObject/FortniteMainBranchObjectVersion.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(MovieSceneCurveChannelCommon) bool FMovieSceneTangentData::Serialize(FArchive& Ar) { Ar.UsingCustomVersion(FSequencerObjectVersion::GUID); if (Ar.CustomVer(FSequencerObjectVersion::GUID) < FSequencerObjectVersion::SerializeFloatChannel) { return false; } if (Ar.CustomVer(FSequencerObjectVersion::GUID) < FSequencerObjectVersion::SerializeFloatChannelCompletely) { Ar << ArriveTangent; Ar << LeaveTangent; Ar << TangentWeightMode; Ar << ArriveTangentWeight; Ar << LeaveTangentWeight; } else { Ar << ArriveTangent; Ar << LeaveTangent; Ar << ArriveTangentWeight; Ar << LeaveTangentWeight; Ar << TangentWeightMode; } return true; } bool FMovieSceneTangentData::operator==(const FMovieSceneTangentData& TangentData) const { return (ArriveTangent == TangentData.ArriveTangent) && (LeaveTangent == TangentData.LeaveTangent) && (TangentWeightMode == TangentData.TangentWeightMode) && (ArriveTangentWeight == TangentData.ArriveTangentWeight) && (LeaveTangentWeight == TangentData.LeaveTangentWeight); } bool FMovieSceneTangentData::operator!=(const FMovieSceneTangentData& Other) const { return !(*this == Other); }