Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/Animation/EditorAnimCurveBoneLinks.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

47 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
EditorAnimCurveBones.cpp: Montage classes that contains slots
=============================================================================*/
#include "Animation/EditorAnimCurveBoneLinks.h"
#define LOCTEXT_NAMESPACE "UEditorAnimCurveBoneLinks"
UEditorAnimCurveBoneLinks::UEditorAnimCurveBoneLinks(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, MaxLOD (0xFF)
{
}
void UEditorAnimCurveBoneLinks::Initialize(const TWeakPtr<class IEditableSkeleton> InEditableSkeleton, const FSmartName& InCurveName, FOnAnimCurveBonesChange OnChangeIn)
{
EditableSkeleton = InEditableSkeleton;
CurveName = InCurveName;
OnChange = OnChangeIn;
SetFlags(RF_Transactional);
}
void UEditorAnimCurveBoneLinks::Refresh(const FSmartName& InCurveName, const TArray<FBoneReference>& CurrentLinks, uint8 InMaxLOD)
{
if (EditableSkeleton.IsValid())
{
// double check the name
CurveName = InCurveName;
ConnectedBones = CurrentLinks;
MaxLOD = InMaxLOD;
}
}
void UEditorAnimCurveBoneLinks::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if(OnChange.IsBound())
{
OnChange.Execute(this);
}
}
#undef LOCTEXT_NAMESPACE