41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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* Abstract base class of animation composite base
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* This contains Composite Section data and some necessary interface to make this work
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*/
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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 "UObject/Object.h"
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#include "EditorAnimBaseObj.generated.h"
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class UAnimSequenceBase;
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struct FPropertyChangedEvent;
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DECLARE_DELEGATE_TwoParams( FOnAnimObjectChange, class UObject*, bool)
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UCLASS(abstract, MinimalAPI)
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class UEditorAnimBaseObj: public UObject
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{
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GENERATED_UCLASS_BODY()
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public:
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virtual void InitFromAnim(UAnimSequenceBase* AnimObjectIn, FOnAnimObjectChange OnChange);
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virtual bool ApplyChangesToMontage();
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UAnimSequenceBase* AnimObject;
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FOnAnimObjectChange OnChange;
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using Super::PreEditChange;
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virtual void PreEditChange(FProperty* PropertyThatWillChange) override;
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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virtual bool PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent) { return true;}
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};
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