42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "EntitySystem/MovieSceneEntityInstantiatorSystem.h"
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#include "MovieSceneInitialValueSystem.generated.h"
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namespace UE::MovieScene
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{
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struct FComponentTypeID;
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struct IInitialValueProcessor;
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struct FEntityComponentFilter;
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}
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/**
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* System responsible for initializing initial values for all property types
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* Will handle the presence of an FInitialValueCache extension on the linker
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*/
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UCLASS(MinimalAPI)
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class UMovieSceneInitialValueSystem
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: public UMovieSceneEntityInstantiatorSystem
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{
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public:
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GENERATED_BODY()
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MOVIESCENE_API UMovieSceneInitialValueSystem(const FObjectInitializer& ObjInit);
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MOVIESCENE_API static void RegisterProcessor(
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UE::MovieScene::FComponentTypeID InitialValueComponent,
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TSharedPtr<UE::MovieScene::IInitialValueProcessor> Processor,
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UE::MovieScene::FEntityComponentFilter&& OptionalFilter = UE::MovieScene::FEntityComponentFilter());
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private:
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virtual void OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents) override;
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virtual bool IsRelevantImpl(UMovieSceneEntitySystemLinker* InLinker) const override;
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virtual void OnLink() override;
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virtual void OnUnlink() override;
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};
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