// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= AnimMontage.cpp: Montage classes that contains slots =============================================================================*/ #include "Animation/EditorAnimSegment.h" #include "Animation/AnimMontage.h" UEditorAnimSegment::UEditorAnimSegment(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { AnimSlotIndex = 0; AnimSegmentIndex = 0; } void UEditorAnimSegment::InitAnimSegment(int AnimSlotIndexIn, int AnimSegmentIndexIn) { AnimSlotIndex = AnimSlotIndexIn; AnimSegmentIndex = AnimSegmentIndexIn; if (UAnimMontage* Montage = Cast(AnimObject)) { if (Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex)) { AnimSegment = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex]; } } } bool UEditorAnimSegment::ApplyChangesToMontage() { if (UAnimMontage* Montage = Cast(AnimObject)) { if (Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex)) { if (AnimSegment.AnimReference && AnimSegment.AnimReference->GetSkeleton() == Montage->GetSkeleton()) { Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex] = AnimSegment; Montage->UpdateLinkableElements(AnimSlotIndex, AnimSegmentIndex); // Need to update linkable elements for segments further along. int32 NumSegments = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.Num(); for (int32 SegmentIdx = AnimSegmentIndex + 1; SegmentIdx < NumSegments; ++SegmentIdx) { Montage->UpdateLinkableElements(AnimSlotIndex, SegmentIdx); } return true; } else { AnimSegment.AnimReference = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex].AnimReference; return false; } } } return false; } bool UEditorAnimSegment::PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent) { const FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None; if (PropertyName == FName(TEXT("AnimEndTime")) || PropertyName == FName(TEXT("AnimStartTime")) || PropertyName == FName(TEXT("AnimPlayRate")) || PropertyName == FName(TEXT("LoopingCount"))) { // Changing the end or start time of the segment length can't change the order of the montage segments. // Return false so that the montage editor does not fully rebuild its UI and we can keep this UEditorAnimSegment object // in the details view. (A better solution would be handling the rebuilding in a way that didn't possibly invalidate the UEditorMontageObj in the details view) return false; } return true; }