Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationCustomVersion.h
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

43 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/Guid.h"
// Custom serialization version for assets/classes in the AnimGraphRuntime and AnimGraph modules
struct ANIMGRAPHRUNTIME_API FAnimationCustomVersion
{
enum Type
{
// Before any version changes were made in the plugin
BeforeCustomVersionWasAdded = 0,
// Added support for one-to-many component mappings to FAnimNode_BoneDrivenController,
// changed the range to apply to the input, and added a configurable method for updating the components
BoneDrivenControllerMatchingMaya = 1,
// Converted the range clamp into a remap function, rather than just clamping
BoneDrivenControllerRemapping = 2,
// Added ability to offset angular ranges for constraints
AnimDynamicsAddAngularOffsets = 3,
// Renamed Stretch Limits to better names
RenamedStretchLimits = 4,
// Convert IK to support FBoneSocketTarget
ConvertIKToSupportBoneSocketTarget = 5,
// -----<new versions can be added above this line>-------------------------------------------------
VersionPlusOne,
LatestVersion = VersionPlusOne - 1
};
// The GUID for this custom version number
const static FGuid GUID;
private:
FAnimationCustomVersion() {}
};