46 lines
1.7 KiB
C++
46 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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* Import data and options used when export an animation sequence
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "AnimSeqExportOption.generated.h"
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UCLASS(MinimalAPI)
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class UAnimSeqExportOption: public UObject
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{
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GENERATED_UCLASS_BODY()
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public:
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/** If enabled, export the transforms from the animation */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Export)
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bool bExportTransforms = true;
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/** If enabled, export the curves from the animation */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Export)
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bool bExportCurves = true;
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/** If enabled we record in World Space otherwise we record from 0,0,0 */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Export)
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bool bRecordInWorldSpace = false;
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/** 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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Export);
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bool bEvaluateAllSkeletalMeshComponents = false;
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/** 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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Export);
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FFrameNumber WarmUpFrames;
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void ResetToDefault()
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{
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bExportTransforms = true;
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bExportCurves = true;
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bRecordInWorldSpace = false;
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bEvaluateAllSkeletalMeshComponents = false;
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WarmUpFrames = 0;
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}
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};
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