void UMovieScene3DAttachTrack::AddConstraint(float KeyTime, float ConstraintEndTime, const FGuid& ConstraintId) { // add the section UMovieScene3DAttachSection* NewSection = NewObject<UMovieScene3DAttachSection>(this); NewSection->AddAttach(KeyTime, ConstraintEndTime, ConstraintId); NewSection->InitialPlacement( ConstraintSections, KeyTime, ConstraintEndTime, SupportsMultipleRows() ); ConstraintSections.Add(NewSection); }
void UMovieScene3DAttachTrack::AddConstraint(float KeyTime, float ConstraintEndTime, const FName SocketName, const FName ComponentName, const FGuid& ConstraintId) { // add the section UMovieScene3DAttachSection* NewSection = NewObject<UMovieScene3DAttachSection>(this); NewSection->SetFlags(RF_Transactional); NewSection->AddAttach(KeyTime, ConstraintEndTime, ConstraintId); NewSection->InitialPlacement( ConstraintSections, KeyTime, ConstraintEndTime, SupportsMultipleRows() ); NewSection->AttachSocketName = SocketName; NewSection->AttachComponentName = ComponentName; ConstraintSections.Add(NewSection); }