EM_Task/UnrealEd/Classes/Exporters/AnimSeqExportOption.h

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
/**
* Import data and options used when export an animation sequence
*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimSeqExportOption.generated.h"
UCLASS(MinimalAPI)
class UAnimSeqExportOption: public UObject
{
GENERATED_UCLASS_BODY()
public:
/** If enabled, export the transforms from the animation */
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Export)
bool bExportTransforms = true;
/** If enabled, export the curves from the animation */
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Export)
bool bExportCurves = true;
/** If enabled we record in World Space otherwise we record from 0,0,0 */
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Export)
bool bRecordInWorldSpace = false;
/** If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get baked*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Export);
bool bEvaluateAllSkeletalMeshComponents = false;
/** Number of Display Rate frames to evaluate before doing the export. Use it if there is some post anim BP effects you want to warm up*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Export);
FFrameNumber WarmUpFrames;
void ResetToDefault()
{
bExportTransforms = true;
bExportCurves = true;
bRecordInWorldSpace = false;
bEvaluateAllSkeletalMeshComponents = false;
WarmUpFrames = 0;
}
};