Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Private/AnimationModifiersModule.h
jurre debaare 28d866e5be Undo changelist 21456941
Original description:
UEFN - Users are able to apply Animation Modifiers via the right-click context menu
#fix moved animation modifier menu section into module itself - gated by whether or not AnimationModifier class is allowed
#preflight 62ff59569835a27d8d9a4a2c
#rb Thomas.Sarkanen

[CL 21499937 by jurre debaare in ue5-main branch]
2022-08-22 21:22:25 -04:00

39 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IAnimationModifiersModule.h"
#include "WorkflowOrientedApp/ApplicationMode.h"
#include "WorkflowOrientedApp/WorkflowCentricApplication.h"
#include "WorkflowOrientedApp/WorkflowTabFactory.h"
/** Animation modifiers module, handles injecting of the AnimationModifiersTab into animation and skeleton editor modes */
class FAnimationModifiersModule : public IAnimationModifiersModule
{
public:
/** Called right after the module DLL has been loaded and the module object has been created */
virtual void StartupModule() override;
/** Called before the module is unloaded, right before the module object is destroyed */
virtual void ShutdownModule() override;
/** Begin IAnimationModifiersModule overrides */
virtual void ShowAddAnimationModifierWindow(const TArray<UAnimSequence*>& InSequences) override;
virtual void ApplyAnimationModifiers(const TArray<UAnimSequence*>& InSequences, bool bForceApply = true) override;
/** End IAnimationModifiersModule overrides */
protected:
/** Callback for extending an application mode */
TSharedRef<FApplicationMode> ExtendApplicationMode(const FName ModeName, TSharedRef<FApplicationMode> InMode);
/** Weak list of application modes for which a tab factory was registered */
TArray<TWeakPtr<FApplicationMode>> RegisteredApplicationModes;
FWorkflowApplicationModeExtender Extender;
/** Callbacks used to add and apply default animation modifier classes */
void OnAssetPostImport(UFactory* ImportFactory, UObject* ImportedObject);
void OnAssetPostReimport(UObject* ReimportedObject);
};