// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "AnimNodes/AnimNode_PoseHandler.h" #include "AlphaBlend.h" #include "Animation/AnimBulkCurves.h" #include "AnimNode_PoseBlendNode.generated.h" // Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. // Typically the playback position of the animation for this node will represent something other than time, like jump height. // This node will not trigger any notifies present in the associated sequence. USTRUCT(BlueprintInternalUseOnly) struct FAnimNode_PoseBlendNode : public FAnimNode_PoseHandler { GENERATED_USTRUCT_BODY() public: UPROPERTY(EditAnywhere, EditFixedSize, BlueprintReadWrite, Category = Links) FPoseLink SourcePose; /** Type of blending used (Linear, Cubic, etc.) */ UPROPERTY(EditAnywhere, Category = "Blend") EAlphaBlendOption BlendOption; /** If you're using Custom BlendOption, you can specify curve */ UPROPERTY(EditAnywhere, Category = "Blend") TObjectPtr CustomCurve; private: // Cached curves to extract UE::Anim::TNamedValueArray BulkCurves; public: ANIMGRAPHRUNTIME_API FAnimNode_PoseBlendNode(); // FAnimNode_Base interface ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override; ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override; ANIMGRAPHRUNTIME_API virtual void UpdateAssetPlayer(const FAnimationUpdateContext& Context) override; ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override; ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override; // End of FAnimNode_Base interface // FAnimNode_PoseHandler interface ANIMGRAPHRUNTIME_API virtual void RebuildPoseList(const FBoneContainer& InBoneContainer, const UPoseAsset* InPoseAsset) override; };