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43 lines
1.2 KiB
C++
43 lines
1.2 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/**
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* Editor only class for UI of linking animation curve to joints
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "BoneContainer.h"
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#include "Animation/SmartName.h"
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#include "EditorAnimCurveBoneLinks.generated.h"
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class IEditableSkeleton;
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struct FPropertyChangedEvent;
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DECLARE_DELEGATE_OneParam( FOnAnimCurveBonesChange, class UEditorAnimCurveBoneLinks*)
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UCLASS(MinimalAPI)
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class UEditorAnimCurveBoneLinks: public UObject
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{
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GENERATED_UCLASS_BODY()
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public:
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virtual void Initialize(const TWeakPtr<class IEditableSkeleton> InEditableSkeleton, const FSmartName& InCurveName, FOnAnimCurveBonesChange OnChangeIn);
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TWeakPtr<class IEditableSkeleton> EditableSkeleton;
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FOnAnimCurveBonesChange OnChange;
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UPROPERTY(VisibleAnywhere, Category = CurveName)
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FSmartName CurveName;
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UPROPERTY(EditAnywhere, Category = Bones)
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TArray<FBoneReference> ConnectedBones;
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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// refresh current Connected Bones data
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UNREALED_API void Refresh(const FSmartName& InCurveName, const TArray<FBoneReference>& CurrentLinks);
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};
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