Files
UnrealEngineUWP/Engine/Source/Runtime/ActorAnimation/Public/ActorAnimationObject.h
Andrew Rodham bc7208c356 Added MovieSceneActor, overhauled UActorAnimationPlayer, and fixed Actor Animation object bindings
Lots of change in here:
 - Improved UActorAnimationPlayer functionality to include looping and play speed (UI needs polish)
 - Fixed actor object bindings not working in PIE. We now only store the object GUID (and an object path for a fallback), which can then be fixed up within a given context (UWorld for now).
 - Added UActorAnimationInstance which is responsible for managing bindings on a UActorAnimation. UActorAnimation itself is now pretty much just a data asset.
 - Levels are no longer responsible for ticking actor animations, this is now handled by the client (either AMovieSceneActor, or ticked automatically if created from a blueprint node)

[CL 2696822 by Andrew Rodham in Main branch]
2015-09-18 04:56:12 -04:00

79 lines
1.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ActorAnimationObject.generated.h"
/**
* Structure for animated Actor objects.
*/
USTRUCT()
struct FActorAnimationObject
{
GENERATED_BODY()
public:
/** Creates and initializes a new instance. */
FActorAnimationObject()
: ObjectOrOwner(nullptr)
, CachedComponent(nullptr)
{ }
/**
* Creates and initializes a new instance from an object.
*
* @param InObject The object to be bound.
*/
FActorAnimationObject(UObject* InObject)
: ObjectOrOwner(InObject)
, CachedComponent(nullptr)
{ }
/**
* Creates and initializes a new instance from an object component.
*
* @param InOwner The object that owns the component.
* @param InComponentName The component to be bound.
*/
FActorAnimationObject(UObject* InOwner, FString InComponentName)
: ObjectOrOwner(InOwner)
, ComponentName(InComponentName)
, CachedComponent(nullptr)
{ }
/**
* Compares two bindings for equality.
*
* @param X The first binding to compare.
* @param Y The second binding to compare.
* @return true if the bindings refer to the same object, false otherwise.
*/
friend bool operator==(const FActorAnimationObject& X, const FActorAnimationObject& Y)
{
return (X.ObjectOrOwner == Y.ObjectOrOwner) && (X.ComponentName == Y.ComponentName);
}
/**
* Gets a pointer to the possessed object.
*
* @return The object (usually an Actor or an ActorComponent).
*/
ACTORANIMATION_API UObject* GetObject() const;
private:
/** The object or the owner of the object being possessed. */
UPROPERTY()
TLazyObjectPtr<UObject> ObjectOrOwner;
/** Optional name of an ActorComponent. */
UPROPERTY()
FString ComponentName;
/** Cached pointer to the Actor component (only if ComponentName is set). */
UPROPERTY(transient)
mutable TWeakObjectPtr<UObject> CachedComponent;
};