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UnrealEngine/Engine/Source/Runtime/MovieSceneTracks/Public/MovieSceneMixedAnimationTarget.h
2025-05-18 13:04:45 +08:00

34 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "MovieSceneMixedAnimationTarget.generated.h"
/**
* Defines a Mixed Anim Target that animation pose-producing tracks can send pose-producing tasks to.
* Multiple pose producing tasks sent to the same target will be chained and mixed based on priority, pose weight, masks, and sequence hierarchy.
* Inheriting from this struct allows the user to create new animation target types with their own metadata and custom component types.
* Coupled with a custom component type, these mixer pose results can be read from a custom Movie Scene ECS system and passed as appropriate to an anim system.
* If no target struct is assigned, a default animation target will be assigned based on the makeup of the object being animated.
*/
USTRUCT(meta=(DisplayName="Automatic"))
struct FMovieSceneMixedAnimationTarget
{
GENERATED_BODY()
virtual ~FMovieSceneMixedAnimationTarget() {}
FORCEINLINE friend uint32 GetTypeHash(const FMovieSceneMixedAnimationTarget& Target)
{
return GetTypeHash(FMovieSceneMixedAnimationTarget::StaticStruct());
}
bool HasFiredWarningForTarget() const { return bHasFiredWarningForTarget; }
void SetHasFiredWarningForTarget(bool bNewHasFiredState) { bHasFiredWarningForTarget = bNewHasFiredState; }
private:
bool bHasFiredWarningForTarget = false;
};