Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

52 lines
1.6 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 "HAL/Platform.h"
#include "UObject/Interface.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "SequencerAnimationSupport.generated.h"
class UAnimInstance;
class UAnimSequenceBase;
class UObject;
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;
};