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- Add support for double precision channels, curves, evaluation, blending, and all other runtime infrastructure. - Note that, as usual for now, double channels load and save float values. - Editor side also gains some new track editors for these new types, with some workarounds to correctly recognize between float and double vectors. - Transform tracks are now operating entirely in doubles. - Float recomposing APIs for keying tracks in the editor are now using doubles, and have been renamed to "value recomposing". #rb max.chen #preflight 6123f6d9e7a3070001ff37ed [CL 17278174 by ludovic chabant in ue5-main branch]
24 lines
738 B
C++
24 lines
738 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Channels/DoubleChannelKeyProxy.h"
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void UDoubleChannelKeyProxy::Initialize(FKeyHandle InKeyHandle, TMovieSceneChannelHandle<FMovieSceneDoubleChannel> InChannelHandle, TWeakObjectPtr<UMovieSceneSection> InWeakSection)
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{
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KeyHandle = InKeyHandle;
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ChannelHandle = InChannelHandle;
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WeakSection = InWeakSection;
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}
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void UDoubleChannelKeyProxy::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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OnProxyValueChanged(ChannelHandle, WeakSection.Get(), KeyHandle, Value, Time);
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}
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void UDoubleChannelKeyProxy::UpdateValuesFromRawData()
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{
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RefreshCurrentValue(ChannelHandle, KeyHandle, Value, Time);
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}
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