// Copyright Epic Games, Inc. All Rights Reserved. #include "PoseSearch/MotionMatchingAnimNodeLibrary.h" #include "AlphaBlend.h" #include "PoseSearch/AnimNode_MotionMatching.h" #include "PoseSearch/PoseSearchDatabase.h" #include "PoseSearch/PoseSearchDerivedData.h" #include "PoseSearch/PoseSearchSchema.h" FMotionMatchingBlueprintBlendSettings::FMotionMatchingBlueprintBlendSettings() : BlendTime(0.2f) , BlendProfile(nullptr) , BlendOption(EAlphaBlendOption::Linear) , bUseInertialBlend(false) { } FMotionMatchingAnimNodeReference UMotionMatchingAnimNodeLibrary::ConvertToMotionMatchingNode(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result) { return FAnimNodeReference::ConvertToType(Node, Result); } void UMotionMatchingAnimNodeLibrary::GetMotionMatchingSearchResult(const FMotionMatchingAnimNodeReference& MotionMatchingNode, FPoseSearchBlueprintResult& Result, bool& bIsResultValid) { using namespace UE::PoseSearch; if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr()) { const FMotionMatchingState& MotionMatchingState = MotionMatchingNodePtr->GetMotionMatchingState(); Result = MotionMatchingState.SearchResult; bIsResultValid = MotionMatchingState.SearchResult.SelectedAnim != nullptr; } else { Result = FPoseSearchBlueprintResult(); bIsResultValid = false; UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::GetMotionMatchingSearchResult called on an invalid context or with an invalid type")); } } void UMotionMatchingAnimNodeLibrary::GetMotionMatchingBlendSettings(const FMotionMatchingAnimNodeReference& MotionMatchingNode, FMotionMatchingBlueprintBlendSettings& BlendSettings, bool& bIsResultValid) { if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr()) { BlendSettings.BlendOption = MotionMatchingNodePtr->BlendOption; BlendSettings.BlendProfile = MotionMatchingNodePtr->BlendProfile; BlendSettings.BlendTime = MotionMatchingNodePtr->BlendTime; BlendSettings.bUseInertialBlend = MotionMatchingNodePtr->bUseInertialBlend; } else { BlendSettings = FMotionMatchingBlueprintBlendSettings(); UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::GetMotionMatchingBlendSettings called on an invalid context or with an invalid type")); } } void UMotionMatchingAnimNodeLibrary::OverrideMotionMatchingBlendSettings(const FMotionMatchingAnimNodeReference& MotionMatchingNode, const FMotionMatchingBlueprintBlendSettings& BlendSettings, bool& bIsResultValid) { if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr()) { MotionMatchingNodePtr->BlendOption = BlendSettings.BlendOption; MotionMatchingNodePtr->BlendProfile = BlendSettings.BlendProfile; MotionMatchingNodePtr->BlendTime = BlendSettings.BlendTime; MotionMatchingNodePtr->bUseInertialBlend = BlendSettings.bUseInertialBlend; } else { UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::OverrideMotionMatchingBlendSettings called on an invalid context or with an invalid type")); } } void UMotionMatchingAnimNodeLibrary::SetDatabaseToSearch(const FMotionMatchingAnimNodeReference& MotionMatchingNode, UPoseSearchDatabase* Database, EPoseSearchInterruptMode InterruptMode) { if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr()) { MotionMatchingNodePtr->SetDatabaseToSearch(Database, InterruptMode); } else { UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::SetDatabaseToSearch called on an invalid context or with an invalid type")); } } void UMotionMatchingAnimNodeLibrary::SetDatabasesToSearch(const FMotionMatchingAnimNodeReference& MotionMatchingNode, const TArray& Databases, EPoseSearchInterruptMode InterruptMode) { if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr()) { MotionMatchingNodePtr->SetDatabasesToSearch(Databases, InterruptMode); } else { UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::SetDatabasesToSearch called on an invalid context or with an invalid type")); } } void UMotionMatchingAnimNodeLibrary::ResetDatabasesToSearch(const FMotionMatchingAnimNodeReference& MotionMatchingNode, EPoseSearchInterruptMode InterruptMode) { if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr()) { MotionMatchingNodePtr->ResetDatabasesToSearch(InterruptMode); } else { UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::ResetDatabasesToSearch called on an invalid context or with an invalid type")); } } void UMotionMatchingAnimNodeLibrary::SetInterruptMode(const FMotionMatchingAnimNodeReference& MotionMatchingNode, EPoseSearchInterruptMode InterruptMode) { if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr()) { MotionMatchingNodePtr->SetInterruptMode(InterruptMode); } else { UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::SetInterruptMode called on an invalid context or with an invalid type")); } }