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42 lines
1.6 KiB
C++
42 lines
1.6 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "UObject/Class.h"
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#include "UObject/UnrealType.h"
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#include "Animation/AnimBlueprintGeneratedClass.h"
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#include "BlueprintCompilerCppBackendUtils.h"
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#include "Animation/AnimClassData.h"
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void FBackendHelperAnim::AddHeaders(FEmitterLocalContext& Context)
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{
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if (Cast<UAnimBlueprintGeneratedClass>(Context.GetCurrentlyGeneratedClass()))
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{
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Context.Header.AddLine(TEXT("#include \"Animation/AnimClassData.h\""));
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Context.Body.AddLine(TEXT("#include \"Animation/BlendProfile.h\""));
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}
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}
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void FBackendHelperAnim::CreateAnimClassData(FEmitterLocalContext& Context)
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{
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if (auto AnimClass = Cast<UAnimBlueprintGeneratedClass>(Context.GetCurrentlyGeneratedClass()))
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{
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const FString LocalNativeName = Context.GenerateUniqueLocalName();
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Context.AddLine(FString::Printf(TEXT("auto %s = NewObject<UAnimClassData>(InDynamicClass, TEXT(\"AnimClassData\"));"), *LocalNativeName));
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auto AnimClassData = NewObject<UAnimClassData>(GetTransientPackage(), TEXT("AnimClassData"));
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AnimClassData->CopyFrom(AnimClass);
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auto ObjectArchetype = AnimClassData->GetArchetype();
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for (auto Property : TFieldRange<const UProperty>(UAnimClassData::StaticClass()))
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{
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FEmitDefaultValueHelper::OuterGenerate(Context, Property, LocalNativeName
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, reinterpret_cast<const uint8*>(AnimClassData)
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, reinterpret_cast<const uint8*>(ObjectArchetype)
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, FEmitDefaultValueHelper::EPropertyAccessOperator::Pointer);
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}
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Context.AddLine(FString::Printf(TEXT("InDynamicClass->%s = %s;"), GET_MEMBER_NAME_STRING_CHECKED(UDynamicClass, AnimClassImplementation), *LocalNativeName));
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}
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}
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