40 lines
1.3 KiB
C++
40 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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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/Interface.h"
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#include "MovieSceneObjectBindingID.h"
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#include "MovieSceneSequencePlayer.h"
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#include "MovieSceneBindingEventReceiverInterface.generated.h"
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class UMovieSceneSequence;
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class IPropertyHandle;
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class FStructOnScope;
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/** Interface for objects to implement used by the binding lifetime track to provide events when sequnecer activates or deactivates a binding. */
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UINTERFACE(MinimalAPI)
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class UMovieSceneBindingEventReceiverInterface
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: public UInterface
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{
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public:
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GENERATED_BODY()
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};
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class IMovieSceneBindingEventReceiverInterface
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{
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public:
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GENERATED_BODY()
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UFUNCTION(BlueprintNativeEvent, CallInEditor)
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void OnObjectBoundBySequencer(UMovieSceneSequencePlayer* Player, FMovieSceneObjectBindingID BindingID);
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virtual void OnObjectBoundBySequencer_Implementation(UMovieSceneSequencePlayer* Player, FMovieSceneObjectBindingID BindingID) { };
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UFUNCTION(BlueprintNativeEvent, CallInEditor)
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void OnObjectUnboundBySequencer(UMovieSceneSequencePlayer* Player, FMovieSceneObjectBindingID BindingID);
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virtual void OnObjectUnboundBySequencer_Implementation(UMovieSceneSequencePlayer* Player, FMovieSceneObjectBindingID BindingID) { };
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};
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