// 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; } };