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39 lines
1.3 KiB
C++
39 lines
1.3 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "UObject/ObjectMacros.h"
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#include "Algo/Transform.h"
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#include "Tracks/IMovieSceneTransformOrigin.h"
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#include "GameFramework/Actor.h"
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#include "DefaultLevelSequenceInstanceData.generated.h"
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/** Default instance data class that level sequences understand. Implements IMovieSceneTransformOrigin. */
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UCLASS(BlueprintType)
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class LEVELSEQUENCE_API UDefaultLevelSequenceInstanceData
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: public UObject
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, public IMovieSceneTransformOrigin
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{
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public:
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GENERATED_BODY()
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UDefaultLevelSequenceInstanceData(const FObjectInitializer& Init)
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: Super(Init)
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{
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TransformOriginActor = nullptr;
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TransformOrigin = FTransform::Identity;
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}
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virtual FTransform NativeGetTransformOrigin() const override { return TransformOriginActor ? TransformOriginActor->ActorToWorld() : TransformOrigin; }
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/** When set, this actor's world position will be used as the transform origin for all absolute transform sections */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="General")
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AActor* TransformOriginActor;
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/** Specifies a transform from which all absolute transform sections inside the sequence should be added to. Scale is ignored. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="General")
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FTransform TransformOrigin;
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};
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