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#rb trivial #preflight 6332d1bdc7791417aab0a100 #rnx [CL 22217630 by jose villarroel in ue5-main branch]
45 lines
1.7 KiB
C++
45 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "IAnimationModifiersModule.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/NameTypes.h"
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#include "WorkflowOrientedApp/WorkflowCentricApplication.h"
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#include "AnimationModifier.h"
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class FApplicationMode;
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class UAnimSequence;
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class UFactory;
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class UObject;
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/** Animation modifiers module, handles injecting of the AnimationModifiersTab into animation and skeleton editor modes */
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class FAnimationModifiersModule : public IAnimationModifiersModule
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{
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public:
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/** Called right after the module DLL has been loaded and the module object has been created */
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virtual void StartupModule() override;
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/** Called before the module is unloaded, right before the module object is destroyed */
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virtual void ShutdownModule() override;
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/** Begin IAnimationModifiersModule overrides */
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virtual void ShowAddAnimationModifierWindow(const TArray<UAnimSequence*>& InSequences) override;
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virtual void ApplyAnimationModifiers(const TArray<UAnimSequence*>& InSequences, bool bForceApply = true) override;
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/** End IAnimationModifiersModule overrides */
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protected:
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/** Callback for extending an application mode */
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TSharedRef<FApplicationMode> ExtendApplicationMode(const FName ModeName, TSharedRef<FApplicationMode> InMode);
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/** Weak list of application modes for which a tab factory was registered */
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TArray<TWeakPtr<FApplicationMode>> RegisteredApplicationModes;
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FWorkflowApplicationModeExtender Extender;
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/** Callbacks used to add and apply default animation modifier classes */
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void OnAssetPostImport(UFactory* ImportFactory, UObject* ImportedObject);
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void OnAssetPostReimport(UObject* ReimportedObject);
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};
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