// Copyright Epic Games, Inc. All Rights Reserved. #include "CurveModel.h" #include "Containers/Array.h" #include "CurveDataAbstraction.h" void FCurveModel::SetKeyAttributes(TArrayView InKeys, const FKeyAttributes& InKeyAttributes, EPropertyChangeType::Type ChangeType) { TArray ExpandedAttributes; ExpandedAttributes.Reserve(InKeys.Num()); for (FKeyHandle Handle : InKeys) { ExpandedAttributes.Add(InKeyAttributes); } SetKeyAttributes(InKeys, ExpandedAttributes); } TOptional FCurveModel::AddKey(const FKeyPosition& NewKeyPosition, const FKeyAttributes& InAttributes) { Modify(); TOptional Handle; TArrayView> Handles = MakeArrayView(&Handle, 1); AddKeys(TArrayView(&NewKeyPosition, 1), TArrayView(&InAttributes, 1), &Handles); return Handle; }