67 lines
1.7 KiB
C++
67 lines
1.7 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 "UObject/ObjectMacros.h"
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#include "MovieSceneSpawnable.h"
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#include "MovieSceneBinding.h"
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#include "MovieScenePossessable.h"
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#include "MovieSceneCopyableBinding.generated.h"
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class UMovieSceneTrack;
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class UMovieSceneCustomBinding;
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UCLASS(Transient)
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class UMovieSceneCopyableBinding : public UObject
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{
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public:
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GENERATED_BODY()
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/**
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* Spawnables need to know about their Object Template but we cannot rely on automatic serialization due to the object
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* template belonging to the Movie Scene (it gets serialized as a reference). Instead we manually serialize the object
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* so that we can duplicate it into a new object (which is stored in this variable).
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*/
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UPROPERTY()
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TArray<TObjectPtr<UObject>> SpawnableObjectTemplates;
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UPROPERTY()
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int32 NumSpawnableObjectTemplates;
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/**
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* Tracks are also owned by the owning Movie Sequence. We manually copy the tracks out of a binding when we copy,
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* because the binding stores them as a reference to a privately owned object. We store these copied tracks here,
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* and then restore them upon paste to re-create the tracks with the correct owner.
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*/
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UPROPERTY()
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TArray<TObjectPtr<UMovieSceneTrack>> Tracks;
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UPROPERTY()
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FMovieSceneBinding Binding;
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UPROPERTY()
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FMovieSceneSpawnable Spawnable;
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UPROPERTY()
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FMovieScenePossessable Possessable;
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UPROPERTY()
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TArray<FString> BoundObjectNames;
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UPROPERTY()
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TArray<FName> FolderPath;
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UPROPERTY()
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TArray<FName> Tags;
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UPROPERTY()
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TArray<TObjectPtr<UMovieSceneCustomBinding>> CustomBindings;
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UPROPERTY()
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int32 NumCustomBindings;
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UPROPERTY()
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TArray<int32> PreviewSpawnableBindings;
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};
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