Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

37 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/AssetUserData.h"
#include "AnimationModifiersAssetUserData.generated.h"
class UAnimationModifier;
/** Asset user data which can be added to a USkeleton or UAnimSequence to keep track of Animation Modifiers */
UCLASS()
class ANIMATIONMODIFIERS_API UAnimationModifiersAssetUserData : public UAssetUserData
{
GENERATED_BODY()
friend class SAnimationModifiersTab;
friend class SAnimationModifierContentBrowserWindow;
public:
const TArray<UAnimationModifier*>& GetAnimationModifierInstances() const;
protected:
/** Begin UAssetUserData overrides */
virtual void PostLoad() override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
virtual void Serialize(FArchive& Ar) override;
/** End UAssetUserData overrides */
void AddAnimationModifier(UAnimationModifier* Instance);
void RemoveAnimationModifierInstance(UAnimationModifier* Instance);
void ChangeAnimationModifierIndex(UAnimationModifier* Instance, int32 Direction);
private:
void RemoveInvalidModifiers();
protected:
UPROPERTY()
TArray<TObjectPtr<UAnimationModifier>> AnimationModifierInstances;
};