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+ Add a toolbar button for adding additional objects to animate. + Add combo buttons to object binding tracks for adding additional property tracks. + Make the animation outliner resizable. + Add widgets for editing key values to the animation outliner. + Add buttons for navigating to previous and next keys, and for adding a key at the current time to the animation outliner. [CL 2583673 by Frank Fella in Main branch]
31 lines
1.1 KiB
C++
31 lines
1.1 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "UMGEditorPrivatePCH.h"
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#include "UMGDetailKeyframeHandler.h"
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#include "ISequencer.h"
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#include "PropertyHandle.h"
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#include "WidgetBlueprintEditor.h"
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FUMGDetailKeyframeHandler::FUMGDetailKeyframeHandler(TSharedPtr<FWidgetBlueprintEditor> InBlueprintEditor)
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: BlueprintEditor( InBlueprintEditor )
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{}
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bool FUMGDetailKeyframeHandler::IsPropertyKeyable(UClass* InObjectClass, const IPropertyHandle& InPropertyHandle) const
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{
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return BlueprintEditor.Pin()->GetSequencer()->CanKeyProperty(FCanKeyPropertyParams(InObjectClass, InPropertyHandle));
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}
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bool FUMGDetailKeyframeHandler::IsPropertyKeyingEnabled() const
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{
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UMovieScene* MovieScene = BlueprintEditor.Pin()->GetSequencer()->GetRootMovieScene();
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return MovieScene != nullptr && MovieScene != UWidgetAnimation::GetNullAnimation()->MovieScene;
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}
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void FUMGDetailKeyframeHandler::OnKeyPropertyClicked(const IPropertyHandle& KeyedPropertyHandle)
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{
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TArray<UObject*> Objects;
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KeyedPropertyHandle.GetOuterObjects( Objects );
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BlueprintEditor.Pin()->GetSequencer()->KeyProperty(FKeyPropertyParams(Objects, KeyedPropertyHandle));
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}
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