Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintGeneratedClassCompiledData.h
danny chapman 9a6d7ca014 Reworks BlendSpace to make UBlendSpace the main runtime class, which is able to handle 1 and 2 dimensions.
#jira UE-108155
#rb thomas.sarkanen

[CL 15406467 by danny chapman in ue5-main branch]
2021-02-15 10:12:58 -04:00

50 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimStateMachineTypes.h"
#include "Animation/AnimClassInterface.h"
#include "Animation/AnimTypes.h"
#include "Animation/AnimNodeBase.h"
struct FBlueprintDebugData;
struct FPropertyAccessLibrary;
struct FAnimBlueprintDebugData;
/** Interface to the writable parts of the generated class that handlers can operate on */
class ANIMGRAPH_API IAnimBlueprintGeneratedClassCompiledData
{
public:
// Get the baked state machines data for the currently-compiled class
virtual TArray<FBakedAnimationStateMachine>& GetBakedStateMachines() const = 0;
// Get the saved pose indices map data for the currently-compiled class
virtual TMap<FName, FCachedPoseIndices>& GetOrderedSavedPoseIndicesMap() const = 0;
// Get the debug data for the currently-compiled class
virtual FBlueprintDebugData& GetBlueprintDebugData() const = 0;
// Get the currently-compiled classes anim notifies
virtual TArray<FAnimNotifyEvent>& GetAnimNotifies() const = 0;
// Finds a notify event or adds if it doesn't already exist
virtual int32 FindOrAddNotify(FAnimNotifyEvent& Notify) const = 0;
// Get the currently-compiled classes exposed value handlers
virtual TArray<FExposedValueHandler>& GetExposedValueHandlers() const = 0;
// Get the currently-compiled classes property access library
virtual FPropertyAccessLibrary& GetPropertyAccessLibrary() const = 0;
// Get the anim debug data for the currently-compiled class
virtual FAnimBlueprintDebugData& GetAnimBlueprintDebugData() const = 0;
// Get the currently-compiled classes graph asset player information
virtual TMap<FName, FGraphAssetPlayerInformation>& GetGraphAssetPlayerInformation() const = 0;
// Add a class-internal blendspace
// @param InSourceBlendSpace The blendspace to duplicate
// @return a duplicate of the blendspace outered to the class
virtual UBlendSpace* AddBlendSpace(UBlendSpace* InSourceBlendSpace) = 0;
};