// Copyright Epic Games, Inc. All Rights Reserved. #include "IWaveformTransformation.h" #include "Templates/SharedPointer.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(IWaveformTransformation) TArray UWaveformTransformationChain::CreateTransformations() const { TArray TransformationPtrs; for(UWaveformTransformationBase* Transformation : Transformations) { if(Transformation) { TransformationPtrs.Add(Transformation->CreateTransformation()); } } return TransformationPtrs; } #if WITH_EDITOR void UWaveformTransformationBase::PostEditUndo() { Super::PostEditUndo(); constexpr bool bMarkFileDirty = true; OnTransformationChanged.ExecuteIfBound(bMarkFileDirty); } void UWaveformTransformationBase::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); constexpr bool bMarkFileDirty = true; OnTransformationChanged.ExecuteIfBound(bMarkFileDirty); } void UWaveformTransformationBase::NotifyPropertyChange(FProperty* Property) { if (Property) { FPropertyChangedEvent PropertyChangedEvent(Property); PostEditChangeProperty(PropertyChangedEvent); } } #endif //WITH_EDITOR