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UnrealEngine/Engine/Source/Editor/Sequencer/Public/ISequencerPropertyKeyedStatus.h
2025-05-18 13:04:45 +08:00

24 lines
713 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Delegates/Delegate.h"
class FProperty;
class IPropertyHandle;
enum class EPropertyKeyedStatus : uint8;
class ISequencerPropertyKeyedStatusHandler
{
public:
virtual ~ISequencerPropertyKeyedStatusHandler() = default;
DECLARE_DELEGATE_RetVal_OneParam(EPropertyKeyedStatus, FOnGetPropertyKeyedStatus, const IPropertyHandle&);
/**
* Returns the External Handler delegate for a given property
* Used for cases where a property is keyed into a track that does not match the property path so requires custom logic to figure out its status
*/
virtual FOnGetPropertyKeyedStatus& GetExternalHandler(const FProperty* Property) = 0;
};