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- Introduces UInterface for UAnimDataController and moves implementation to new AnimationDataController (editor only) module
- Export curve types entirely for use outside of Engine - Miscellaneous small fixes from UE5 Main #rb Thomas.Sarkanen #preflight 6061973e25b98e00019ea154 #ROBOMERGE-OWNER: jurre.debaare #ROBOMERGE-AUTHOR: jurre.debaare #ROBOMERGE-SOURCE: CL 15849140 in //UE5/Release-5.0-EarlyAccess/... #ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533) #ROBOMERGE-CONFLICT from-shelf [CL 15851594 by jurre debaare in ue5-main branch]
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@@ -905,18 +905,18 @@ void FAssetTypeActions_Skeleton::RetargetSkeleton(TArray<FAssetToRemapSkeleton>&
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{
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if ( UAnimationAsset* AnimAsset = Cast<UAnimationAsset>(Asset) )
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{
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TUniquePtr<UAnimDataController::FScopedBracket> ScopedBracket;
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TUniquePtr<IAnimationDataController::FScopedBracket> ScopedBracket;
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if (UAnimSequenceBase* SequenceBase = Cast<UAnimSequenceBase>(AnimAsset))
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{
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UAnimDataController* Controller = SequenceBase->GetController();
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ScopedBracket = MakeUnique<UAnimDataController::FScopedBracket>(Controller, LOCTEXT("FAssetTypeActions_Skeleton_Bracket", "Retargeting Skeleton"));
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IAnimationDataController& Controller = SequenceBase->GetController();
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ScopedBracket = MakeUnique<IAnimationDataController::FScopedBracket>(Controller, LOCTEXT("FAssetTypeActions_Skeleton_Bracket", "Retargeting Skeleton"));
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Controller->FindOrAddCurveNamesOnSkeleton(NewSkeleton, ERawCurveTrackTypes::RCT_Float);
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Controller.FindOrAddCurveNamesOnSkeleton(NewSkeleton, ERawCurveTrackTypes::RCT_Float);
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if (UAnimSequence* Sequence = Cast<UAnimSequence>(SequenceBase))
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{
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Controller->FindOrAddCurveNamesOnSkeleton(NewSkeleton, ERawCurveTrackTypes::RCT_Transform);
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Controller.FindOrAddCurveNamesOnSkeleton(NewSkeleton, ERawCurveTrackTypes::RCT_Transform);
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}
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}
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