// Copyright Epic Games, Inc. All Rights Reserved. #include "Channels/FloatChannelKeyProxy.h" void UFloatChannelKeyProxy::Initialize(FKeyHandle InKeyHandle, TMovieSceneChannelHandle InChannelHandle, TWeakObjectPtr InWeakSection) { KeyHandle = InKeyHandle; ChannelHandle = InChannelHandle; WeakSection = InWeakSection; } void UFloatChannelKeyProxy::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); OnProxyValueChanged(ChannelHandle, WeakSection.Get(), KeyHandle, Value, Time); } void UFloatChannelKeyProxy::UpdateValuesFromRawData() { RefreshCurrentValue(ChannelHandle, KeyHandle, Value, Time); }