Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimBaseObj.h
jurre debaare b8c3f5335c Montage segment changes:
- Deprecated public access to AnimReference
    * Used for new behaviour that keeps track of PlayLength from referenced asset
    * In case the cached PlayLength does not match the current _and_ the cache playlength == than the segment length it can be deemed out-of-date due to a reimport
    * Out-of-date segments show in the OrangeAccent on the timeline rather than GreenAccent
    * Out-of-date segments will introduce log warnings on-load
- Patched up all paths using AnimReference (get/set)
- Modernized parts of EditorAnim* files
- Face-lifted details customization for AnimSegment
    * Scrollboxes now have (dynamic) UI/Clamp according to the context
    * Added behaviour for interactive operation when dragging the timeline (dragable) bars
- Implemented FAnimModel_AnimMontage::OnDataModelChanged to handle curve changes only - as play length etc is handled by montage editor itself

#rb Thomas.Sarkanen
#preflight 620fb4c9be45100d32bcc000

#ROBOMERGE-OWNER: jurre.debaare
#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 19051190 via CL 19051207 via CL 19051231 via CL 19051241 via CL 19058489
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356)

[CL 19066040 by jurre debaare in ue5-main branch]
2022-02-21 01:10:52 -05:00

41 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/**
* Abstract base class of animation composite base
* This contains Composite Section data and some necessary interface to make this work
*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "EditorAnimBaseObj.generated.h"
class UAnimSequenceBase;
struct FPropertyChangedEvent;
DECLARE_DELEGATE_TwoParams( FOnAnimObjectChange, class UObject*, bool)
UCLASS(abstract, MinimalAPI)
class UEditorAnimBaseObj: public UObject
{
GENERATED_UCLASS_BODY()
public:
virtual void InitFromAnim(UAnimSequenceBase* AnimObjectIn, FOnAnimObjectChange OnChange);
virtual bool ApplyChangesToMontage();
UAnimSequenceBase* AnimObject;
FOnAnimObjectChange OnChange;
using Super::PreEditChange;
virtual void PreEditChange(FProperty* PropertyThatWillChange) override;
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
virtual bool PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent) { return true;}
};