Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Private/AnimationModifiersModule.h
Jurre deBaare 635f35f41e Option to apply Animation Modifiers to only new or changed animations
#feature add ability to only apply out-of-date animation modifiers from asset context menu, and through details view on AnimationModifier classes
#fix ensure that we do not apply pending kill modifiers or instances that are used for reverting
#jira UE-84819
#rb Thomas.Sarkanen
#preflight 60cb38fd6092ba000140842e

[CL 16704034 by Jurre deBaare in ue5-main branch]
2021-06-17 09:49:44 -04:00

35 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IAnimationModifiersModule.h"
#include "WorkflowOrientedApp/ApplicationMode.h"
#include "WorkflowOrientedApp/WorkflowCentricApplication.h"
#include "WorkflowOrientedApp/WorkflowTabFactory.h"
/** Animation modifiers module, handles injecting of the AnimationModifiersTab into animation and skeleton editor modes */
class FAnimationModifiersModule : public IAnimationModifiersModule
{
public:
/** Called right after the module DLL has been loaded and the module object has been created */
virtual void StartupModule() override;
/** Called before the module is unloaded, right before the module object is destroyed */
virtual void ShutdownModule() override;
/** Begin IAnimationModifiersModule overrides */
virtual void ShowAddAnimationModifierWindow(const TArray<UAnimSequence*>& InSequences) override;
virtual void ApplyAnimationModifiers(const TArray<UAnimSequence*>& InSequences, bool bForceApply = true) override;
/** End IAnimationModifiersModule overrides */
protected:
/** Callback for extending an application mode */
TSharedRef<FApplicationMode> ExtendApplicationMode(const FName ModeName, TSharedRef<FApplicationMode> InMode);
/** Weak list of application modes for which a tab factory was registered */
TArray<TWeakPtr<FApplicationMode>> RegisteredApplicationModes;
FWorkflowApplicationModeExtender Extender;
};