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- 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the cached PlayLength does not match the current _and_ the cache playlength == than the segment length it can be deemed out-of-date due to a reimport
* Out-of-date segments show in the OrangeAccent on the timeline rather than GreenAccent
* Out-of-date segments will introduce log warnings on-load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]
73 lines
2.7 KiB
C++
73 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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AnimMontage.cpp: Montage classes that contains slots
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=============================================================================*/
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#include "Animation/EditorAnimCompositeSegment.h"
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#include "Animation/AnimComposite.h"
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UEditorAnimCompositeSegment::UEditorAnimCompositeSegment(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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AnimSegmentIndex = 0;
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}
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void UEditorAnimCompositeSegment::InitAnimSegment(int32 AnimSegmentIndexIn)
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{
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AnimSegmentIndex = AnimSegmentIndexIn;
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if(UAnimComposite* Composite = Cast<UAnimComposite>(AnimObject))
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{
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if(Composite->AnimationTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
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{
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AnimSegment = Composite->AnimationTrack.AnimSegments[AnimSegmentIndex];
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}
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}
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}
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void UEditorAnimCompositeSegment::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimReference))
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{
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AnimSegment.UpdateCachedPlayLength();
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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Super::PostEditChangeProperty(PropertyChangedEvent);
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}
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bool UEditorAnimCompositeSegment::ApplyChangesToMontage()
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{
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if(UAnimComposite* Composite = Cast<UAnimComposite>(AnimObject))
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{
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if(Composite->AnimationTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
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{
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if (AnimSegment.GetAnimReference() && Composite->GetSkeleton()->IsCompatible(AnimSegment.GetAnimReference()->GetSkeleton()))
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{
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Composite->AnimationTrack.AnimSegments[AnimSegmentIndex] = AnimSegment;
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return true;
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}
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else
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{
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AnimSegment.SetAnimReference(Composite->AnimationTrack.AnimSegments[AnimSegmentIndex].GetAnimReference(), false);
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return false;
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}
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}
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}
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return false;
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}
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bool UEditorAnimCompositeSegment::PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent)
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{
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const FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None;
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// Changing the end or start time of the segment length can't change the order of the montage segments.
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// Return false so that the montage editor does not fully rebuild its UI and we can keep this UEditorAnimSegment object
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// in the details view. (A better solution would be handling the rebuilding in a way that didn't possibly invalidate the UEditorMontageObj in the details view)
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return !(PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimEndTime) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimStartTime) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimPlayRate) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, LoopingCount));
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}
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