36 lines
1.3 KiB
C++
36 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Sections/MovieSceneCameraShakeSourceShakeSection.h"
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#include "MovieSceneTracksComponentTypes.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(MovieSceneCameraShakeSourceShakeSection)
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UMovieSceneCameraShakeSourceShakeSection::UMovieSceneCameraShakeSourceShakeSection(const FObjectInitializer& ObjectInitializer)
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: Super( ObjectInitializer )
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{
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EvalOptions.EnableAndSetCompletionMode(EMovieSceneCompletionMode::ProjectDefault);
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}
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UObject* UMovieSceneCameraShakeSourceShakeSection::GetSourceObject() const
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{
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return ShakeData.ShakeClass;
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}
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void UMovieSceneCameraShakeSourceShakeSection::ImportEntityImpl(UMovieSceneEntitySystemLinker* EntityLinker, const FEntityImportParams& Params, FImportedEntity* OutImportedEntity)
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{
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using namespace UE::MovieScene;
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const FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get();
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const FMovieSceneTracksComponentTypes* TrackComponents = FMovieSceneTracksComponentTypes::Get();
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const FGuid ObjectBindingID = Params.GetObjectBindingID();
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FMovieSceneCameraShakeComponentData ComponentData(ShakeData, *this);
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OutImportedEntity->AddBuilder(
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FEntityBuilder()
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.AddConditional(BuiltInComponents->GenericObjectBinding, ObjectBindingID, ObjectBindingID.IsValid())
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.Add(TrackComponents->CameraShake, ComponentData)
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);
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}
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