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This allows custom anim blueprints to either: a) Allow Sequencer to swap out their anim instance during playback (swapping it back after). This is similar to checking the 'Force Custom Mode' checkbox on a Skeletal Animation track section, but at the blueprint level without having to change anything in Sequencer. b) Provide a list of valid Anim Slot names for the Sequencer Skeletal Animation track section UI to choose from. When provided by a blueprint with the interface, a valid slot will always be chosen when creating new skeletal animation sections. These features will allow UEFN devs to better manage Sequencer takeover of pawn animation without the user having to edit a SlotName in the Sequencer UI. To use these features will require them editing their anim blueprints to use this interface. I had considered as part of this change hiding the Slot Name UI entirely in UEFN when there is no choice to be made, but decided against it for less UEFN-specific code. [REVIEW] [at]ue-sequencer [at]guillaume.guay #jira UE-199199, UE-199200 #rb Max.Chen [CL 29316313 by david bromberg in ue5-main branch]