void SAnimCompositeEditor::CollapseComposite()
{
	if ( CompositeObj == nullptr )
	{
		return;
	}

	CompositeObj->AnimationTrack.CollapseAnimSegments();

	RecalculateSequenceLength();
}
void SAnimCompositeEditor::SortAndUpdateComposite()
{
	if (CompositeObj == nullptr)
	{
		return;
	}

	CompositeObj->AnimationTrack.SortAnimSegments();

	RecalculateSequenceLength();

	// Update view (this will recreate everything)
	AnimCompositePanel->Update();
}
示例#3
0
/** This will remove empty spaces in the montage's anim segment but not resort. e.g. - all cached indexes remains valid. UI IS NOT REBUILT after this */
void SMontageEditor::CollapseMontage()
{
	if (MontageObj==NULL)
	{
		return;
	}

	for (int32 i=0; i < MontageObj->SlotAnimTracks.Num(); i++)
	{
		MontageObj->SlotAnimTracks[i].AnimTrack.CollapseAnimSegments();
	}

	MontageObj->UpdateLinkableElements();

	RecalculateSequenceLength();
}
示例#4
0
/** This will sort all components of the montage and update (recreate) the UI */
void SMontageEditor::SortAndUpdateMontage()
{
	if (MontageObj==NULL)
	{
		return;
	}
	
	SortAnimSegments();

	MontageObj->UpdateLinkableElements();

	RecalculateSequenceLength();

	SortSections();

	RefreshNotifyTriggerOffsets();

	// Update view (this will recreate everything)
	AnimMontagePanel->Update();
	AnimMontageSectionsPanel->Update();

	// Restart the preview instance of the montage
	RestartPreview();
}