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