// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimCustomInstanceHelper.h" #include "Animation/Skeleton.h" #include "Engine/SkeletalMesh.h" ///////////////////////////////////////////////////// // FAnimCustomInstanceHelper ///////////////////////////////////////////////////// bool FAnimCustomInstanceHelper::ShouldCreateCustomInstancePlayer(const USkeletalMeshComponent* SkeletalMeshComponent) { const USkeletalMesh* SkeletalMesh = SkeletalMeshComponent->GetSkeletalMeshAsset(); const USkeleton* Skeleton = SkeletalMesh ? SkeletalMesh->GetSkeleton() : nullptr; // create proper anim instance to animate UAnimInstance* AnimInstance = SkeletalMeshComponent->GetAnimInstance(); return (AnimInstance == nullptr || SkeletalMeshComponent->GetAnimationMode() != EAnimationMode::AnimationBlueprint || AnimInstance->GetClass() != SkeletalMeshComponent->AnimClass || !Skeleton || !AnimInstance->CurrentSkeleton); }