53 lines
1.2 KiB
C++
53 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "MediaStreamObjectSchema.h"
|
|
|
|
#include "GameFramework/Actor.h"
|
|
#include "MediaStream.h"
|
|
|
|
#define LOCTEXT_NAMESPACE "MediaStreamObjectSchema"
|
|
|
|
UObject* FMediaStreamObjectSchema::GetParentObject(UObject* InObject) const
|
|
{
|
|
/*
|
|
* Need to re-enable this, but fix the binding bugs first.
|
|
* Using this schema changes the binding path to be based on the actor,
|
|
* but the context of the binding remainds the world, so it fails to
|
|
* resolve.
|
|
*
|
|
if (InObject)
|
|
{
|
|
if (AActor* Actor = InObject->GetTypedOuter<AActor>())
|
|
{
|
|
return Actor;
|
|
}
|
|
}
|
|
*/
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
UE::Sequencer::FObjectSchemaRelevancy FMediaStreamObjectSchema::GetRelevancy(const UObject* InObject) const
|
|
{
|
|
if (InObject && InObject->IsA<UMediaStream>())
|
|
{
|
|
return UMediaStream::StaticClass();
|
|
}
|
|
|
|
return UE::Sequencer::FObjectSchemaRelevancy();
|
|
}
|
|
|
|
TSharedPtr<FExtender> FMediaStreamObjectSchema::ExtendObjectBindingMenu(TSharedRef<FUICommandList> InCommandList
|
|
, TWeakPtr<ISequencer> InSequencerWeak
|
|
, TConstArrayView<UObject*> InContextSensitiveObjects) const
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
FText FMediaStreamObjectSchema::GetPrettyName(const UObject* InObject) const
|
|
{
|
|
return LOCTEXT("Media", "Media");
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|