49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Channels/MovieSceneCurveChannelCommon.h"
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#include "MovieSceneFrameMigration.h"
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#include "UObject/SequencerObjectVersion.h"
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#include "UObject/FortniteMainBranchObjectVersion.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(MovieSceneCurveChannelCommon)
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bool FMovieSceneTangentData::Serialize(FArchive& Ar)
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{
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Ar.UsingCustomVersion(FSequencerObjectVersion::GUID);
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if (Ar.CustomVer(FSequencerObjectVersion::GUID) < FSequencerObjectVersion::SerializeFloatChannel)
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{
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return false;
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}
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if (Ar.CustomVer(FSequencerObjectVersion::GUID) < FSequencerObjectVersion::SerializeFloatChannelCompletely)
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{
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Ar << ArriveTangent;
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Ar << LeaveTangent;
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Ar << TangentWeightMode;
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Ar << ArriveTangentWeight;
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Ar << LeaveTangentWeight;
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}
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else
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{
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Ar << ArriveTangent;
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Ar << LeaveTangent;
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Ar << ArriveTangentWeight;
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Ar << LeaveTangentWeight;
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Ar << TangentWeightMode;
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}
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return true;
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}
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bool FMovieSceneTangentData::operator==(const FMovieSceneTangentData& TangentData) const
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{
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return (ArriveTangent == TangentData.ArriveTangent) && (LeaveTangent == TangentData.LeaveTangent) && (TangentWeightMode == TangentData.TangentWeightMode) && (ArriveTangentWeight == TangentData.ArriveTangentWeight) && (LeaveTangentWeight == TangentData.LeaveTangentWeight);
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}
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bool FMovieSceneTangentData::operator!=(const FMovieSceneTangentData& Other) const
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{
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return !(*this == Other);
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}
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