Add SerializableScriptingObject for easier serialization of scripting objects in gameplay or content
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@@ -1,6 +1,7 @@
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "Animations.h"
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#include "AnimEvent.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Level/Actors/AnimatedModel.h"
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@@ -52,6 +53,16 @@ TaskGraphSystem* Animations::System = nullptr;
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Delegate<Asset*, ScriptingObject*, uint32, uint32> Animations::DebugFlow;
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#endif
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AnimEvent::AnimEvent(const SpawnParams& params)
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: SerializableScriptingObject(params)
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{
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}
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AnimContinuousEvent::AnimContinuousEvent(const SpawnParams& params)
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: AnimEvent(params)
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{
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}
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bool AnimationsService::Init()
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{
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Animations::System = New<AnimationsSystem>();
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