70 lines
1.5 KiB
C++
70 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "HierarchyTable.h"
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#include "HierarchyTableBlendProfile.h"
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#include "BlendProfileStandalone.generated.h"
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#define UE_API HIERARCHYTABLEANIMATIONRUNTIME_API
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UENUM()
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enum class EBlendProfileStandaloneType
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{
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WeightFactor,
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TimeFactor,
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BlendMask
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};
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UCLASS(MinimalAPI, EditInlineNew, BlueprintType)
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class UBlendProfileStandalone : public UObject
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{
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GENERATED_BODY()
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public:
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// Begin UObject
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UE_API virtual void PostLoad() override;
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#if WITH_EDITOR
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UE_API virtual void PreSave(FObjectPreSaveContext ObjectSaveContext) override;
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UE_API virtual void GetAssetRegistryTags(FAssetRegistryTagsContext Context) const override;
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#endif
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// End UObject
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#if WITH_EDITOR
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UE_API void UpdateHierarchy();
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UE_API void UpdateCachedData();
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#endif
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UE_API TObjectPtr<USkeleton> GetSkeleton() const;
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public:
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UPROPERTY(VisibleAnywhere, Category=Default, AssetRegistrySearchable)
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EBlendProfileStandaloneType Type;
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#if WITH_EDITORONLY_DATA
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UPROPERTY()
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TObjectPtr<UHierarchyTable> Table;
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#endif // WITH_EDITORONLY_DATA
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// The flattened version of the table data for use at runtime instead of,
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// slowly traversing the table tree.
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UPROPERTY()
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FBlendProfileStandaloneCachedData CachedBlendProfileData;
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UPROPERTY(VisibleAnywhere, Category=Default)
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TObjectPtr<USkeleton> Skeleton;
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private:
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UPROPERTY()
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FGuid SkeletonHierarchyGuid;
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UPROPERTY()
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FGuid SkeletonVirtualBonesHierarchyGuid;
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};
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#undef UE_API
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