Files
UnrealEngine/Engine/Source/Editor/Sequencer/Public/Misc/SequencerObjectBindingHelper.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

42 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "PropertyPath.h"
class ISequencer;
class UClass;
class UStruct;
/**
* Helper class for using object bindings in the Sequencer editor.
*/
class FSequencerObjectBindingHelper
{
public:
/**
* Gets the keyable properties on the given object, for the given Sequencer editor.
*
* @param Object The object to key.
* @param Sequencer The Sequencer that will be responsible for animating the properties.
* @param KeyablePropertyPaths The list of properties that can be keyed.
*/
SEQUENCER_API static void GetKeyablePropertyPaths(const UObject* Object, TSharedRef<ISequencer> Sequencer, TArray<FPropertyPath>& KeyablePropertyPaths);
/**
* Gets the keyable properties on the given object, for the given Sequencer editor.
*
* @param Class The class of the UObject to animate.
* @param ValuePtr A pointer to object, or one of its struct members.
* @param PropertySource The type of the ValuePtr.
* @param PropertyPath The path to ValuePtr (should be empty if ValuePtr is the object itself).
* @param Sequencer The Sequencer that will be responsible for animating the properties.
* @param KeyablePropertyPaths The list of properties that can be keyed.
*/
SEQUENCER_API static void GetKeyablePropertyPaths(const UClass* Class, const void* ValuePtr, const UStruct* PropertySource, FPropertyPath PropertyPath, TSharedRef<ISequencer> Sequencer, TArray<FPropertyPath>& KeyablePropertyPaths);
};