56 lines
1.6 KiB
C++
56 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Blueprint/BlueprintExtension.h"
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#include "Containers/Array.h"
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#include "HAL/PlatformCrt.h"
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#include "UObject/UObjectGlobals.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "MovieSceneDynamicBindingBlueprintExtension.generated.h"
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class FKismetCompilerContext;
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class UBlueprint;
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class UMovieSceneSequence;
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class UObject;
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struct FMovieSceneCustomizeDirectorBlueprintEndpointCallParams;
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/**
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* An extension for a sequence's director blueprint to compile dynamic binding endpoints.
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*/
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UCLASS()
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class UMovieSceneDynamicBindingBlueprintExtension : public UBlueprintExtension
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{
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public:
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GENERATED_BODY()
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/**
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* Bind this extension to the given sequence. This may be called multiple times, but the extension
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* must only be bound to one sequence.
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*/
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void BindTo(TWeakObjectPtr<UMovieSceneSequence> InMovieSceneSequence);
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private:
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virtual void Serialize(FArchive& Ar) override;
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virtual void PostLoad() override;
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virtual void HandlePreloadObjectsForCompilation(UBlueprint* OwningBlueprint) override final;
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virtual void HandleGenerateFunctionGraphs(FKismetCompilerContext* CompilerContext) override final;
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void HandleGenerateFunctionGraphs(FKismetCompilerContext* CompilerContext, UMovieSceneSequence* MovieSceneSequence);
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private:
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/** List of movie scenes that are bound to the director blueprint */
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UPROPERTY()
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TArray<TWeakObjectPtr<UMovieSceneSequence>> WeakMovieSceneSequences;
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/** The movie scene that is bound to the director blueprint */
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UPROPERTY()
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TWeakObjectPtr<UMovieSceneSequence> WeakMovieSceneSequence_DEPRECATED;
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};
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