Files
UnrealEngineUWP/Engine/Source/Runtime/Overlay/Public/BasicOverlays.h
T
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

56 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "UObject/ScriptMacros.h"
#include "Overlays.h"
#include "BasicOverlays.generated.h"
class UAssetImportData;
/**
* Implements an asset that contains a set of overlay data (which includes timing, text, and position) to be displayed for any
* given source (including, but not limited to, audio, dialog, and movies)
*/
UCLASS(BlueprintType, hidecategories = (Object))
class OVERLAY_API UBasicOverlays
: public UOverlays
{
GENERATED_BODY()
public:
/** The overlay data held by this asset. Contains info on timing, position, and the subtitle to display */
UPROPERTY(EditAnywhere, Category="Overlay Data")
TArray<FOverlayItem> Overlays;
#if WITH_EDITORONLY_DATA
/** The import data used to make this overlays asset */
UPROPERTY(VisibleAnywhere, Instanced, Category="Import Settings")
UAssetImportData* AssetImportData;
#endif // WITH_EDITORONLY_DATA
public:
//~ UOverlays interface
virtual TArray<FOverlayItem> GetAllOverlays() const override;
virtual void GetOverlaysForTime(const FTimespan& Time, TArray<FOverlayItem>& OutOverlays) const override;
public:
//~ UObject interface
virtual void PostInitProperties() override;
virtual void GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const override;
// End UObject interface
private:
};