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Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21065896 by bryan.sefcik #preflight 62d4b1a5a6141b6adfb0c892 #jira #ROBOMERGE-OWNER: Bryan.sefcik #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) #ROBOMERGE-CONFLICT from-shelf [CL 21181076 by Bryan sefcik in ue5-main branch]
52 lines
1.6 KiB
C++
52 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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* Sequencer Animation Track Support interface - this is required for animation track to work
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "HAL/Platform.h"
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#include "UObject/Interface.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "SequencerAnimationSupport.generated.h"
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class UAnimInstance;
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class UAnimSequenceBase;
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class UObject;
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UINTERFACE(meta = (CannotImplementInterfaceInBlueprint))
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class ANIMGRAPHRUNTIME_API USequencerAnimationSupport : public UInterface
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{
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GENERATED_UINTERFACE_BODY()
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};
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class ANIMGRAPHRUNTIME_API ISequencerAnimationSupport
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{
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GENERATED_IINTERFACE_BODY()
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/** Source Animation Getter for the support of the Sequencer Animation Track interface */
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virtual UAnimInstance* GetSourceAnimInstance() = 0;
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virtual void SetSourceAnimInstance(UAnimInstance* SourceAnimInstance) = 0;
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virtual bool DoesSupportDifferentSourceAnimInstance() const = 0;
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/** Update an animation sequence player in this instance */
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virtual void UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies) = 0;
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virtual void UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies) = 0;
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/** Construct all nodes in this instance */
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virtual void ConstructNodes() = 0;
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/** Reset all nodes in this instance */
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virtual void ResetNodes() = 0;
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/** Reset the pose for this instance*/
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virtual void ResetPose() = 0;
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/** Saved the named pose to restore after */
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virtual void SavePose() = 0;
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};
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