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- Predictions do not understand changes of attachment that might occur between the current time and the predicted time - Separated the functions and data relating to managing interrogation channels and indices out into a separate class called FInterrogationChannels - The predictions import interrogation entities into the main ECS and will get processed along with all the other evaluations - Spawnable annotations are now available in-game (not just in-editor) #rb Mike.Zyracki, Max.Chen #jira none #preflight 606757c002d50100019f0d4f [CL 15930213 by Andrew Rodham in ue5-main branch]
32 lines
1.0 KiB
C++
32 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MovieSceneSpawnableAnnotation.h"
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#include "UObject/UObjectAnnotation.h"
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static FUObjectAnnotationSparse<FMovieSceneSpawnableAnnotation,true> SpawnedObjectAnnotation;
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void FMovieSceneSpawnableAnnotation::Add(UObject* SpawnedObject, const FGuid& ObjectBindingID, FMovieSceneSequenceID SequenceID, UMovieSceneSequence* InOriginatingSequence)
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{
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if (SpawnedObject)
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{
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FMovieSceneSpawnableAnnotation Annotation;
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Annotation.ObjectBindingID = ObjectBindingID;
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Annotation.SequenceID = SequenceID;
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Annotation.OriginatingSequence = InOriginatingSequence;
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SpawnedObjectAnnotation.AddAnnotation(SpawnedObject, MoveTemp(Annotation));
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}
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}
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TOptional<FMovieSceneSpawnableAnnotation> FMovieSceneSpawnableAnnotation::Find(UObject* SpawnedObject)
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{
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const FMovieSceneSpawnableAnnotation& Annotation = SpawnedObjectAnnotation.GetAnnotation(SpawnedObject);
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TOptional<FMovieSceneSpawnableAnnotation> ReturnValue;
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if (!Annotation.IsDefault())
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{
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ReturnValue = Annotation;
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}
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return ReturnValue;
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} |