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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]
45 lines
1.7 KiB
C++
45 lines
1.7 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 "Animation/AnimStateMachineTypes.h"
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#include "Animation/AnimClassInterface.h"
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#include "Animation/AnimTypes.h"
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#include "Animation/AnimNodeBase.h"
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struct FBlueprintDebugData;
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struct FPropertyAccessLibrary;
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struct FAnimBlueprintDebugData;
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/** Interface to the writable parts of the generated class that handlers can operate on */
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class ANIMGRAPH_API IAnimBlueprintGeneratedClassCompiledData
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{
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public:
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// Get the baked state machines data for the currently-compiled class
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virtual TArray<FBakedAnimationStateMachine>& GetBakedStateMachines() const = 0;
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// Get the saved pose indices map data for the currently-compiled class
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virtual TMap<FName, FCachedPoseIndices>& GetOrderedSavedPoseIndicesMap() const = 0;
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// Get the debug data for the currently-compiled class
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virtual FBlueprintDebugData& GetBlueprintDebugData() const = 0;
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// Get the currently-compiled classes anim notifies
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virtual TArray<FAnimNotifyEvent>& GetAnimNotifies() const = 0;
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// Finds a notify event or adds if it doesn't already exist
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virtual int32 FindOrAddNotify(FAnimNotifyEvent& Notify) const = 0;
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// Get the currently-compiled classes exposed value handlers
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virtual TArray<FExposedValueHandler>& GetExposedValueHandlers() const = 0;
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// Get the currently-compiled classes property access library
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virtual FPropertyAccessLibrary& GetPropertyAccessLibrary() const = 0;
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// Get the anim debug data for the currently-compiled class
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virtual FAnimBlueprintDebugData& GetAnimBlueprintDebugData() const = 0;
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// Get the currently-compiled classes graph asset player information
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virtual TMap<FName, FGraphAssetPlayerInformation>& GetGraphAssetPlayerInformation() const = 0;
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}; |