void SSequenceEditor::SetSequenceObj(UAnimSequenceBase * NewSequence)
{
	SequenceObj = NewSequence;

	if( SequenceObj )
	{
		SetInputViewRange(0, SequenceObj->SequenceLength);
	}

	AnimNotifyPanel->SetSequence(NewSequence);
	AnimCurvePanel->SetSequence(NewSequence);
	// sequence editor locks the sequence, so it doesn't get replaced by clicking 
	AnimScrubPanel->ReplaceLockedSequence(NewSequence);
}
Example #2
0
void SMontageEditor::SetMontageObj(UAnimMontage * NewMontage)
{
	MontageObj = NewMontage;

	if (MontageObj)
	{
		SetInputViewRange(0, MontageObj->SequenceLength); // FIXME
	}

	AnimMontagePanel->SetMontage(NewMontage);
	AnimNotifyPanel->SetSequence(NewMontage);
	AnimCurvePanel->SetSequence(NewMontage);
	// sequence editor locks the sequence, so it doesn't get replaced by clicking 
	AnimMontageScrubPanel->ReplaceLockedSequence(NewMontage);
}
void SSequenceEditor::PostUndo()
{
	TSharedPtr<FPersona> SharedPersona = PersonaPtr.Pin();
	if(SharedPersona.IsValid())
	{
		SharedPersona->SetPreviewAnimationAsset(SequenceObj);
	}

	if( SequenceObj )
	{
		SetInputViewRange(0, SequenceObj->SequenceLength);

		AnimNotifyPanel->Update();
		AnimCurvePanel->UpdatePanel();
	}
}