63 lines
1.4 KiB
C++
63 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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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 "MovieSceneNameableTrack.h"
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#include "Sections/MovieSceneSkeletalAnimationSection.h"
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#include "Tracks/MovieSceneCommonAnimationTrack.h"
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#include "MovieSceneSkeletalAnimationTrack.generated.h"
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enum class ESwapRootBone : uint8;
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/**
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* Handles animation of skeletal mesh actors
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*/
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UCLASS(MinimalAPI)
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class UMovieSceneSkeletalAnimationTrack
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: public UMovieSceneCommonAnimationTrack
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{
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GENERATED_UCLASS_BODY()
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public:
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/** Gets the animation sections at a certain time */
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MOVIESCENETRACKS_API TArray<UMovieSceneSection*> GetAnimSectionsAtTime(FFrameNumber Time);
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public:
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// UMovieSceneTrack interface
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virtual void PostLoad() override;
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virtual bool PopulateEvaluationTree(TMovieSceneEvaluationTree<FMovieSceneTrackEvaluationData>& OutData) const override;
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virtual bool ShouldUseRootMotions() const override;
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#if WITH_EDITORONLY_DATA
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virtual FText GetDefaultDisplayName() const override;
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#endif
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public:
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UPROPERTY()
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bool bUseLegacySectionIndexBlend;
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/** If on the root bone transform will be swapped to the specified root*/
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Setter,Getter, Category = "Root Motions")
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ESwapRootBone SwapRootBone;
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UFUNCTION()
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MOVIESCENETRACKS_API void SetSwapRootBone(ESwapRootBone InValue);
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UFUNCTION()
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MOVIESCENETRACKS_API ESwapRootBone GetSwapRootBone() const;
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};
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