Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimSegment.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

38 lines
1.0 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/**
* Abstract base class of animation composite base
* This contains Composite Section data and some necessary interface to make this work
*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Animation/EditorAnimBaseObj.h"
#include "Animation/AnimCompositeBase.h"
#include "EditorAnimSegment.generated.h"
DECLARE_DELEGATE_OneParam( FOnAnimSegmentChanged, class UEditorAnimSegment*)
UCLASS(hidecategories=UObject, MinimalAPI, BlueprintType)
class UEditorAnimSegment: public UEditorAnimBaseObj
{
GENERATED_UCLASS_BODY()
public:
/** Default blend in time. */
UPROPERTY(EditAnywhere, Category=Montage)
FAnimSegment AnimSegment;
int AnimSlotIndex;
int AnimSegmentIndex;
virtual void InitAnimSegment(int AnimSlotIndex, int AnimSegmentIndex);
virtual bool ApplyChangesToMontage() override;
virtual bool PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent) override;
};