using UnityEngine; using UnityEditor; using Flux; namespace FluxEditor { [FEditor(typeof(FTransformTrack))] public class FTransformTrackEditor : FTrackEditor { public override void OnTrackChanged() { if( Track.Timeline == null ) // for copy paste reasons, the track may not have timeline return; FAnimationTrackCache animationTrackCache = FAnimationTrack.GetAnimationPreview( Track.Sequence, Track.Owner ); if( animationTrackCache != null ) { animationTrackCache.Build(true); } } } }