EM_Task/UnrealEd/Classes/Animation/EditorAnimBaseObj.h
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

40 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/**
* Abstract base class of animation composite base
* This contains Composite Section data and some necessary interface to make this work
*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "EditorAnimBaseObj.generated.h"
class UAnimSequenceBase;
struct FPropertyChangedEvent;
DECLARE_DELEGATE_TwoParams(FOnAnimObjectChange, class UObject*, bool)
UCLASS(abstract, MinimalAPI)
class UEditorAnimBaseObj: public UObject
{
GENERATED_UCLASS_BODY()
public:
virtual void InitFromAnim(UAnimSequenceBase* AnimObjectIn, FOnAnimObjectChange OnChange);
virtual bool ApplyChangesToMontage();
UAnimSequenceBase* AnimObject;
FOnAnimObjectChange OnChange;
using Super::PreEditChange;
virtual void PreEditChange(FProperty* PropertyThatWillChange) override;
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
virtual bool PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent) { return true; }
// void NotifyUser();
};