// Copyright Epic Games, Inc. All Rights Reserved. #include "Sections/MovieSceneCameraShakeSourceShakeSection.h" #include "MovieSceneTracksComponentTypes.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(MovieSceneCameraShakeSourceShakeSection) UMovieSceneCameraShakeSourceShakeSection::UMovieSceneCameraShakeSourceShakeSection(const FObjectInitializer& ObjectInitializer) : Super( ObjectInitializer ) { EvalOptions.EnableAndSetCompletionMode(EMovieSceneCompletionMode::ProjectDefault); } UObject* UMovieSceneCameraShakeSourceShakeSection::GetSourceObject() const { return ShakeData.ShakeClass; } void UMovieSceneCameraShakeSourceShakeSection::ImportEntityImpl(UMovieSceneEntitySystemLinker* EntityLinker, const FEntityImportParams& Params, FImportedEntity* OutImportedEntity) { using namespace UE::MovieScene; const FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get(); const FMovieSceneTracksComponentTypes* TrackComponents = FMovieSceneTracksComponentTypes::Get(); const FGuid ObjectBindingID = Params.GetObjectBindingID(); FMovieSceneCameraShakeComponentData ComponentData(ShakeData, *this); OutImportedEntity->AddBuilder( FEntityBuilder() .AddConditional(BuiltInComponents->GenericObjectBinding, ObjectBindingID, ObjectBindingID.IsValid()) .Add(TrackComponents->CameraShake, ComponentData) ); }