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50 lines
1.2 KiB
C++
50 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "CurveDataAbstraction.h"
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#include "CurveEditorCopyBuffer.generated.h"
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UCLASS()
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class UCurveEditorCopyableCurveKeys : public UObject
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{
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public:
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GENERATED_BODY()
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UPROPERTY()
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TArray<FKeyPosition> KeyPositions;
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UPROPERTY()
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TArray<FKeyAttributes> KeyAttributes;
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/** This curve's short display name. Used in situations where other mechanisms provide enough context about what the curve is (such as "X") */
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UPROPERTY()
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FString ShortDisplayName;
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/** This curve's long display name. Used in situations where the UI doesn't provide enough context about what the curve is otherwise (such as "Floor.Transform.X") */
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UPROPERTY()
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FString LongDisplayName;
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/** This curve's intention (such as Transform.X or Scale.X). Used internally to match up curves when saving/restoring curves between different objects. */
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UPROPERTY()
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FString IntentionName;
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};
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UCLASS()
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class UCurveEditorCopyBuffer : public UObject
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{
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public:
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GENERATED_BODY()
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UPROPERTY(Instanced)
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TArray<TObjectPtr<UCurveEditorCopyableCurveKeys>> Curves;
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UPROPERTY()
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double TimeOffset;
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UPROPERTY()
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bool bAbsolutePosition;
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};
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