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2025-05-18 13:04:45 +08:00

31 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Animation/AnimExecutionContext.h"
#include "Animation/AnimNodeReference.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "AnimationWarpingLibrary.generated.h"
#define UE_API ANIMATIONWARPINGRUNTIME_API
struct FAnimNode_OffsetRootBone;
// Exposes operations related to Animation Warping
UCLASS(MinimalAPI, Experimental)
class UAnimationWarpingLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/** Get the current world space transform from the offset root bone animgraph node */
UFUNCTION(BlueprintPure, Category = "Animation|BlendStack", meta = (BlueprintThreadSafe))
static UE_API FTransform GetOffsetRootTransform(const FAnimNodeReference& Node);
/** Helper function to extract the value of a curve in an animation at a given time */
UFUNCTION(BlueprintPure, Category = "Animation", meta = (BlueprintThreadSafe))
static UE_API bool GetCurveValueFromAnimation(const UAnimSequenceBase* Animation, FName CurveName, float Time, float& OutValue);
};
#undef UE_API