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#preflight 63470e38f04e6f8505232393 #rb max.chen [CL 22547940 by mike zyracki in ue5-main branch]
63 lines
2.0 KiB
C++
63 lines
2.0 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 "Engine/AssetUserData.h"
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#include "Misc/Guid.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/SoftObjectPath.h"
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#include "UObject/UObjectGlobals.h"
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#include "Animation/AnimTypes.h"
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#include "Curves/RealCurve.h"
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#include "LevelSequenceAnimSequenceLink.generated.h"
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class UAnimSequence;
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class UObject;
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/** Link To Anim Sequence that we are linked too.*/
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USTRUCT(BlueprintType)
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struct LEVELSEQUENCE_API FLevelSequenceAnimSequenceLinkItem
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, Category = Property)
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FGuid SkelTrackGuid;
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UPROPERTY(BlueprintReadWrite, Category = Property)
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FSoftObjectPath PathToAnimSequence;
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//From Editor Only UAnimSeqExportOption we cache this since we can re-import dynamically
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UPROPERTY(BlueprintReadWrite, Category = Property)
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bool bExportTransforms = true;
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UPROPERTY(BlueprintReadWrite, Category = Property)
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bool bExportMorphTargets = true;
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UPROPERTY(BlueprintReadWrite, Category = Property)
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bool bExportAttributeCurves = true;
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UPROPERTY(BlueprintReadWrite, Category = Property)
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bool bExportMaterialCurves = true;
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UPROPERTY(BlueprintReadWrite, Category = Property);
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EAnimInterpolationType Interpolation = EAnimInterpolationType::Linear;
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UPROPERTY(BlueprintReadWrite, Category = Property);
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TEnumAsByte<ERichCurveInterpMode> CurveInterpolation = ERichCurveInterpMode::RCIM_Linear;
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UPROPERTY(BlueprintReadWrite, Category = Property)
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bool bRecordInWorldSpace = false;
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UPROPERTY(BlueprintReadWrite, Category = Property)
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bool bEvaluateAllSkeletalMeshComponents = true;
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void SetAnimSequence(UAnimSequence* InAnimSequence);
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UAnimSequence* ResolveAnimSequence();
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};
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/** Link To Set of Anim Sequences that we may be linked to.*/
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UCLASS(BlueprintType)
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class LEVELSEQUENCE_API ULevelSequenceAnimSequenceLink : public UAssetUserData
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{
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GENERATED_UCLASS_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, Category = Links)
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TArray< FLevelSequenceAnimSequenceLinkItem> AnimSequenceLinks;
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}; |