Files
UnrealEngineUWP/Engine/Source/Editor/CurveEditor/Private/CurveEditorCopyBuffer.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

50 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "CurveDataAbstraction.h"
#include "CurveEditorCopyBuffer.generated.h"
UCLASS()
class UCurveEditorCopyableCurveKeys : public UObject
{
public:
GENERATED_BODY()
UPROPERTY()
TArray<FKeyPosition> KeyPositions;
UPROPERTY()
TArray<FKeyAttributes> KeyAttributes;
/** This curve's short display name. Used in situations where other mechanisms provide enough context about what the curve is (such as "X") */
UPROPERTY()
FString ShortDisplayName;
/** 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") */
UPROPERTY()
FString LongDisplayName;
/** This curve's intention (such as Transform.X or Scale.X). Used internally to match up curves when saving/restoring curves between different objects. */
UPROPERTY()
FString IntentionName;
};
UCLASS()
class UCurveEditorCopyBuffer : public UObject
{
public:
GENERATED_BODY()
UPROPERTY(Instanced)
TArray<TObjectPtr<UCurveEditorCopyableCurveKeys>> Curves;
UPROPERTY()
double TimeOffset;
UPROPERTY()
bool bAbsolutePosition;
};