Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
bryan sefcik 0837230669 Ran IWYU again on half of the Engine/Source/Editor/... source files.
#jira

[CL 21716414 by bryan sefcik in ue5-main branch]
2022-08-30 23:03:03 -04:00

46 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Engine/AssetUserData.h"
#include "HAL/Platform.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "AnimationModifiersAssetUserData.generated.h"
class FArchive;
class UAnimationModifier;
class UObject;
template <typename T> struct TObjectPtr;
/** 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;
friend class FAnimationModifiersModule;
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;
};