Files
UnrealEngine/Engine/Source/Runtime/LiveLinkInterface/Public/Roles/LiveLinkAnimationRole.h
2025-05-18 13:04:45 +08:00

40 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Internationalization/Text.h"
#include "LiveLinkFrameInterpolationProcessor.h"
#include "LiveLinkFrameTranslator.h"
#include "LiveLinkTypes.h"
#include "Roles/LiveLinkAnimationTypes.h"
#include "Roles/LiveLinkBasicRole.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "LiveLinkAnimationRole.generated.h"
class UObject;
class UScriptStruct;
/**
* Role associated for Animation / Skeleton data.
*/
UCLASS(BlueprintType, meta = (DisplayName = "Animation Role"), MinimalAPI)
class ULiveLinkAnimationRole : public ULiveLinkBasicRole
{
GENERATED_BODY()
public:
//~ Begin ULiveLinkRole interface
LIVELINKINTERFACE_API virtual UScriptStruct* GetStaticDataStruct() const override;
LIVELINKINTERFACE_API virtual UScriptStruct* GetFrameDataStruct() const override;
LIVELINKINTERFACE_API virtual UScriptStruct* GetBlueprintDataStruct() const override;
LIVELINKINTERFACE_API bool InitializeBlueprintData(const FLiveLinkSubjectFrameData& InSourceData, FLiveLinkBlueprintDataStruct& OutBlueprintData) const override;
LIVELINKINTERFACE_API virtual FText GetDisplayName() const override;
LIVELINKINTERFACE_API virtual bool IsStaticDataValid(const FLiveLinkStaticDataStruct& InStaticData, bool& bOutShouldLogWarning) const override;
LIVELINKINTERFACE_API virtual bool IsFrameDataValid(const FLiveLinkStaticDataStruct& InStaticData, const FLiveLinkFrameDataStruct& InFrameData, bool& bOutShouldLogWarning) const override;
//~ End ULiveLinkRole interface
};