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35 lines
1.1 KiB
C++
35 lines
1.1 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/AssetUserData.h"
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#include "AnimationModifiersAssetUserData.generated.h"
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class UAnimationModifier;
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/** Asset user data which can be added to a USkeleton or UAnimSequence to keep track of Animation Modifiers */
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UCLASS()
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class UAnimationModifiersAssetUserData : public UAssetUserData
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{
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GENERATED_BODY()
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public:
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void AddAnimationModifier(UAnimationModifier* Instance);
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void RemoveAnimationModifierInstance(UAnimationModifier* Instance);
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const TArray<UAnimationModifier*>& GetAnimationModifierInstances() const;
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void ChangeAnimationModifierIndex(UAnimationModifier* Instance, int32 Direction);
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/** Begin UAssetUserData overrides */
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virtual void PostLoad() override;
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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virtual void Serialize(FArchive& Ar) override;
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/** End UAssetUserData overrides */
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protected:
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void RemoveInvalidModifiers();
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protected:
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UPROPERTY()
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TArray<UAnimationModifier*> AnimationModifierInstances;
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};
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