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Removed direct access to currently compiling BP class to restrict unguarded mutation. Const-corrected various accessors and overrides. Moved UObject-based compiler subsystems to 'handlers' and removed UObject dependency. Moved from set of virtual functions on subsystems/handlers to a restricted set of contexts passed to specific multicast delegates that handlers subscribe to. Removed anim class subsystems. Moved property access code to engine module (editor code is still in a plugin). Fixed nativized builds where anim BPs have nativized/non-nativized classes in the hierarchy #rb Dan.OConnor #jira none [CL 14278258 by Thomas Sarkanen in ue5-main branch]
31 lines
1.2 KiB
C++
31 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IAnimBlueprintGeneratedClassCompiledData.h"
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class UAnimBlueprintGeneratedClass;
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class FAnimBlueprintGeneratedClassCompiledData : public IAnimBlueprintGeneratedClassCompiledData
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{
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public:
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FAnimBlueprintGeneratedClassCompiledData(UAnimBlueprintGeneratedClass* InClass)
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: Class(InClass)
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{}
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private:
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// IAnimBlueprintGeneratedClassCompiledData interface
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virtual TArray<FBakedAnimationStateMachine>& GetBakedStateMachines() const override;
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virtual TMap<FName, FCachedPoseIndices>& GetOrderedSavedPoseIndicesMap() const override;
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virtual FBlueprintDebugData& GetBlueprintDebugData() const override;
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virtual TArray<FAnimNotifyEvent>& GetAnimNotifies() const override;
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virtual int32 FindOrAddNotify(FAnimNotifyEvent& Notify) const override;
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virtual TArray<FExposedValueHandler>& GetExposedValueHandlers() const override;
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virtual FPropertyAccessLibrary& GetPropertyAccessLibrary() const override;
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virtual FAnimBlueprintDebugData& GetAnimBlueprintDebugData() const override;
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virtual TMap<FName, FGraphAssetPlayerInformation>& GetGraphAssetPlayerInformation() const override;
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private:
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// The class we are wrapping
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UAnimBlueprintGeneratedClass* Class;
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}; |