50 lines
2.2 KiB
C++
50 lines
2.2 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 "Animation/AnimStateMachineTypes.h"
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#include "Animation/AnimClassInterface.h"
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#include "Animation/AnimTypes.h"
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#include "Animation/AnimNodeBase.h"
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#include "PropertyAccess.h"
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struct FBlueprintDebugData;
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struct FAnimBlueprintDebugData;
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/** Interface to the writable parts of the generated class that handlers can operate on */
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class ANIMGRAPH_API IAnimBlueprintGeneratedClassCompiledData
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{
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public:
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// Get the baked state machines data for the currently-compiled class
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virtual TArray<FBakedAnimationStateMachine>& GetBakedStateMachines() const = 0;
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// Get the saved pose indices map data for the currently-compiled class
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virtual TMap<FName, FCachedPoseIndices>& GetOrderedSavedPoseIndicesMap() const = 0;
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// Get the debug data for the currently-compiled class
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virtual FBlueprintDebugData& GetBlueprintDebugData() const = 0;
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// Get the currently-compiled classes anim notifies
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virtual TArray<FAnimNotifyEvent>& GetAnimNotifies() const = 0;
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// Finds a notify event or adds if it doesn't already exist
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virtual int32 FindOrAddNotify(FAnimNotifyEvent& Notify) const = 0;
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UE_DEPRECATED(5.0, "Exposed value handlers are no longer accessible via this method. Access them via UAnimBlueprintExtension_Base.")
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virtual TArray<FExposedValueHandler>& GetExposedValueHandlers() const { static TArray<FExposedValueHandler> Dummy; return Dummy; }
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UE_DEPRECATED(5.0, "Property access library is no longer accessible via this method. Access it via UAnimBlueprintExtension_PropertyAccess.")
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virtual FPropertyAccessLibrary& GetPropertyAccessLibrary() const { static FPropertyAccessLibrary Dummy; return Dummy; }
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// Get the anim debug data for the currently-compiled class
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virtual FAnimBlueprintDebugData& GetAnimBlueprintDebugData() const = 0;
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// Get the currently-compiled classes graph asset player information
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virtual TMap<FName, FGraphAssetPlayerInformation>& GetGraphAssetPlayerInformation() const = 0;
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// Add a class-internal blendspace
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// @param InSourceBlendSpace The blendspace to duplicate
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// @return a duplicate of the blendspace outered to the class
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virtual UBlendSpace* AddBlendSpace(UBlendSpace* InSourceBlendSpace) = 0;
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}; |