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UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
marc audy 5170b67476 Fix implicit cast
#jira
#rb
#rnx
[CODEREVIEW] Jurre.deBaare

#ROBOMERGE-SOURCE: CL 9840402 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v546-9757112)

[CL 9840404 by marc audy in Main branch]
2019-10-25 12:46:44 -04:00

82 lines
3.0 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Animation/AnimEnums.h"
#include "Animation/AnimCurveTypes.h"
#include "AnimationBlueprintLibrary.h"
#include "AnimationModifier.generated.h"
class USkeleton;
UCLASS(Blueprintable, Experimental, config = Editor, defaultconfig)
class ANIMATIONMODIFIERS_API UAnimationModifier : public UObject
{
GENERATED_BODY()
friend class FAnimationModifierDetailCustomization;
public:
UAnimationModifier();
/** Applying and reverting the modifier for the given Animation Sequence */
void ApplyToAnimationSequence(class UAnimSequence* InAnimationSequence);
void RevertFromAnimationSequence(class UAnimSequence* InAnimationSequence);
/** Executed when the Animation is initialized (native event for debugging / testing purposes) */
UFUNCTION(BlueprintNativeEvent)
void OnApply(UAnimSequence* AnimationSequence);
virtual void OnApply_Implementation(UAnimSequence* AnimationSequence) {}
UFUNCTION(BlueprintNativeEvent)
void OnRevert(UAnimSequence* AnimationSequence);
virtual void OnRevert_Implementation(UAnimSequence* AnimationSequence) {}
/** Returns whether or not this modifier can be reverted, which means it will have to been applied (PreviouslyAppliedModifier != nullptr) */
bool CanRevert() const { return PreviouslyAppliedModifier != nullptr; };
/** Whether or not the latest compiled version of the blueprint is applied for this instance */
bool IsLatestRevisionApplied() const;
// Begin UObject Overrides
virtual void PostInitProperties() override;
virtual void Serialize(FArchive& Ar) override;
// End UObject Overrides
protected:
// Derived class accessors to skeleton and anim sequence
const UAnimSequence* GetAnimationSequence();
const USkeleton* GetSkeleton();
/** Used for natively updating the revision GUID, fairly basic and relies on config files currently */
virtual int32 GetNativeClassRevision() const;
/** Checks if the animation data has to be re-baked / compressed and does so */
void UpdateCompressedAnimationData();
/** Updating of blueprint and native GUIDs*/
void UpdateRevisionGuid(UClass* ModifierClass);
void UpdateNativeRevisionGuid();
private:
UAnimSequence* CurrentAnimSequence;
USkeleton* CurrentSkeleton;
void UpdateStoredRevisions();
void ResetStoredRevisions();
void SetInstanceRevisionGuid(FGuid Guid);
// This holds the GUID representing the latest version of the modifier
UPROPERTY(/*VisibleAnywhere for testing, Category = Revision*/)
FGuid RevisionGuid;
// This indicates whether or not the modifier is newer than what has been applied
UPROPERTY(/*VisibleAnywhere for testing, Category = Revision */)
FGuid AppliedGuid;
// This holds the latest value returned by UpdateNativeRevisionGuid during the last PostLoad (changing this value will invalidate the GUIDs for all instances)
UPROPERTY(config)
int32 StoredNativeRevision;
/** Serialized version of the modifier that has been previously applied to the Animation Asset */
UPROPERTY()
UAnimationModifier* PreviouslyAppliedModifier;
};