// Copyright Epic Games, Inc. All Rights Reserved. #include "Sections/MovieSceneDataLayerSection.h" #include "MovieSceneTracksComponentTypes.h" #include "WorldPartition/DataLayer/DataLayerInstance.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(MovieSceneDataLayerSection) UMovieSceneDataLayerSection::UMovieSceneDataLayerSection(const FObjectInitializer& ObjInit) : Super(ObjInit) { DesiredState = EDataLayerRuntimeState::Activated; PrerollState = EDataLayerRuntimeState::Activated; bFlushOnActivated = true; bFlushOnUnload = false; EvalOptions.EnableAndSetCompletionMode(EMovieSceneCompletionMode::RestoreState); } EDataLayerRuntimeState UMovieSceneDataLayerSection::GetDesiredState() const { return DesiredState; } void UMovieSceneDataLayerSection::SetDesiredState(EDataLayerRuntimeState InDesiredState) { DesiredState = InDesiredState; } EDataLayerRuntimeState UMovieSceneDataLayerSection::GetPrerollState() const { return PrerollState; } void UMovieSceneDataLayerSection::SetPrerollState(EDataLayerRuntimeState InPrerollState) { PrerollState = InPrerollState; } bool UMovieSceneDataLayerSection::GetFlushOnActivated() const { return bFlushOnActivated; } void UMovieSceneDataLayerSection::SetFlushOnActivated(bool bInFlushOnActivated) { bFlushOnActivated = bInFlushOnActivated; } bool UMovieSceneDataLayerSection::GetFlushOnUnload() const { return bFlushOnUnload; } void UMovieSceneDataLayerSection::SetFlushOnUnload(bool bInFlushOnUnload) { bFlushOnUnload = bInFlushOnUnload; } void UMovieSceneDataLayerSection::ImportEntityImpl(UMovieSceneEntitySystemLinker* EntityLinker, const FEntityImportParams& Params, FImportedEntity* OutImportedEntity) { using namespace UE::MovieScene; FMovieSceneDataLayerComponentData ComponentData{decltype(FMovieSceneDataLayerComponentData::Section)(this) }; OutImportedEntity->AddBuilder( FEntityBuilder() .Add(FMovieSceneTracksComponentTypes::Get()->DataLayer, ComponentData) ); }