You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#jira UE-87806 #rb max.chen #ROBOMERGE-SOURCE: CL 11446379 in //UE4/Release-4.25/... #ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218) [CL 11446390 by mike zyracki in 4.25-Plus branch]
47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
/**
|
|
* Sequencer Animation Track Support interface - this is required for animation track to work
|
|
*/
|
|
|
|
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/Object.h"
|
|
#include "UObject/Interface.h"
|
|
#include "SequencerAnimationSupport.generated.h"
|
|
|
|
class UAnimInstance;
|
|
class UAnimSequenceBase;
|
|
|
|
UINTERFACE(meta = (CannotImplementInterfaceInBlueprint))
|
|
class ANIMGRAPHRUNTIME_API USequencerAnimationSupport : public UInterface
|
|
{
|
|
GENERATED_UINTERFACE_BODY()
|
|
};
|
|
|
|
class ANIMGRAPHRUNTIME_API ISequencerAnimationSupport
|
|
{
|
|
GENERATED_IINTERFACE_BODY()
|
|
|
|
/** Source Animation Getter for the support of the Sequencer Animation Track interface */
|
|
virtual UAnimInstance* GetSourceAnimInstance() = 0;
|
|
virtual void SetSourceAnimInstance(UAnimInstance* SourceAnimInstance) = 0;
|
|
virtual bool DoesSupportDifferentSourceAnimInstance() const = 0;
|
|
/** Update an animation sequence player in this instance */
|
|
virtual void UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies) = 0;
|
|
virtual void UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies) = 0;
|
|
|
|
/** Construct all nodes in this instance */
|
|
virtual void ConstructNodes() = 0;
|
|
|
|
/** Reset all nodes in this instance */
|
|
virtual void ResetNodes() = 0;
|
|
|
|
/** Reset the pose for this instance*/
|
|
virtual void ResetPose() = 0;
|
|
|
|
/** Saved the named pose to restore after */
|
|
virtual void SavePose() = 0;
|
|
};
|
|
|