Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Public/LevelSequenceAnimSequenceLink.h

63 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Engine/AssetUserData.h"
#include "Misc/Guid.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/SoftObjectPath.h"
#include "UObject/UObjectGlobals.h"
#include "Animation/AnimTypes.h"
#include "Curves/RealCurve.h"
#include "LevelSequenceAnimSequenceLink.generated.h"
class UAnimSequence;
class UObject;
/** Link To Anim Sequence that we are linked too.*/
USTRUCT(BlueprintType)
struct LEVELSEQUENCE_API FLevelSequenceAnimSequenceLinkItem
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category = Property)
FGuid SkelTrackGuid;
UPROPERTY(BlueprintReadWrite, Category = Property)
FSoftObjectPath PathToAnimSequence;
//From Editor Only UAnimSeqExportOption we cache this since we can re-import dynamically
UPROPERTY(BlueprintReadWrite, Category = Property)
bool bExportTransforms = true;
UPROPERTY(BlueprintReadWrite, Category = Property)
bool bExportMorphTargets = true;
UPROPERTY(BlueprintReadWrite, Category = Property)
bool bExportAttributeCurves = true;
UPROPERTY(BlueprintReadWrite, Category = Property)
bool bExportMaterialCurves = true;
UPROPERTY(BlueprintReadWrite, Category = Property);
EAnimInterpolationType Interpolation = EAnimInterpolationType::Linear;
UPROPERTY(BlueprintReadWrite, Category = Property);
TEnumAsByte<ERichCurveInterpMode> CurveInterpolation = ERichCurveInterpMode::RCIM_Linear;
UPROPERTY(BlueprintReadWrite, Category = Property)
bool bRecordInWorldSpace = false;
UPROPERTY(BlueprintReadWrite, Category = Property)
bool bEvaluateAllSkeletalMeshComponents = true;
void SetAnimSequence(UAnimSequence* InAnimSequence);
UAnimSequence* ResolveAnimSequence();
};
/** Link To Set of Anim Sequences that we may be linked to.*/
UCLASS(BlueprintType)
class LEVELSEQUENCE_API ULevelSequenceAnimSequenceLink : public UAssetUserData
{
GENERATED_UCLASS_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category = Links)
TArray< FLevelSequenceAnimSequenceLinkItem> AnimSequenceLinks;
};