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Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21065253 by bryan.sefcik #jira #preflight 62d5b3e91062f2e63014598e #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21152630 via CL 21156388 via CL 21157044 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21181817 by bryan sefcik in ue5-main branch]
45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Engine/AssetUserData.h"
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#include "HAL/Platform.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "AnimationModifiersAssetUserData.generated.h"
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class FArchive;
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class UAnimationModifier;
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class UObject;
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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 ANIMATIONMODIFIERS_API UAnimationModifiersAssetUserData : public UAssetUserData
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{
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GENERATED_BODY()
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friend class SAnimationModifiersTab;
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friend class SAnimationModifierContentBrowserWindow;
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friend class FAnimationModifiersModule;
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public:
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const TArray<UAnimationModifier*>& GetAnimationModifierInstances() const;
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protected:
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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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void AddAnimationModifier(UAnimationModifier* Instance);
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void RemoveAnimationModifierInstance(UAnimationModifier* Instance);
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void ChangeAnimationModifierIndex(UAnimationModifier* Instance, int32 Direction);
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private:
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void RemoveInvalidModifiers();
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protected:
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UPROPERTY()
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TArray<TObjectPtr<UAnimationModifier>> AnimationModifierInstances;
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};
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