47 lines
1.2 KiB
C++
47 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "EntitySystem/MovieSceneEntityIDs.h"
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#include "EntitySystem/MovieSceneEntitySystem.h"
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#include "EntitySystem/MovieSceneEntitySystemTypes.h"
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#include "Misc/FrameTime.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "MovieSceneEvalTimeSystem.generated.h"
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class UObject;
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struct FFrameTime;
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namespace UE::MovieScene
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{
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struct FEvaluatedTime
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{
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FFrameTime FrameTime;
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double Seconds;
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};
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}
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UCLASS(MinimalAPI)
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class UMovieSceneEvalTimeSystem : public UMovieSceneEntitySystem
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{
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public:
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GENERATED_BODY()
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MOVIESCENE_API UMovieSceneEvalTimeSystem(const FObjectInitializer& ObjInit);
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MOVIESCENE_API virtual bool IsRelevantImpl(UMovieSceneEntitySystemLinker* InLinker) const override;
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MOVIESCENE_API virtual void OnSchedulePersistentTasks(UE::MovieScene::IEntitySystemScheduler* TaskScheduler) override;
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MOVIESCENE_API virtual void OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents) override;
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private:
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TArray<UE::MovieScene::FEvaluatedTime, TInlineAllocator<16>> EvaluatedTimes;
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UE::MovieScene::FEntityComponentFilter RelevantFilter;
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};
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