// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Animation/AnimExecutionContext.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "Animation/AnimNodeReference.h" #include "Animation/AnimStateMachineTypes.h" #include "AnimationStateMachineLibrary.generated.h" struct FAnimNode_StateMachine; struct FAnimNode_StateResult; USTRUCT(BlueprintType, DisplayName = "Animation State Reference") struct FAnimationStateResultReference : public FAnimNodeReference { GENERATED_BODY() typedef FAnimNode_StateResult FInternalNodeType; }; USTRUCT(BlueprintType, DisplayName = "Animation State Machine") struct FAnimationStateMachineReference : public FAnimNodeReference { GENERATED_BODY() typedef FAnimNode_StateMachine FInternalNodeType; }; // Exposes operations to be performed on anim state machine node contexts UCLASS(Experimental, MinimalAPI) class UAnimationStateMachineLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: /** Get an anim state reference from an anim node reference */ UFUNCTION(BlueprintCallable, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State", ExpandEnumAsExecs = "Result")) static ANIMGRAPHRUNTIME_API void ConvertToAnimationStateResult(const FAnimNodeReference& Node, FAnimationStateResultReference& AnimationState, EAnimNodeReferenceConversionResult& Result); /** Get an anim state reference from an anim node reference (pure) */ UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State")) static void ConvertToAnimationStateResultPure(const FAnimNodeReference& Node, FAnimationStateResultReference& AnimationState, bool& Result) { EAnimNodeReferenceConversionResult ConversionResult; ConvertToAnimationStateResult(Node, AnimationState, ConversionResult); Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded); } /** Get an anim state machine from an anim node reference */ UFUNCTION(BlueprintCallable, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State Machine", ExpandEnumAsExecs = "Result")) static ANIMGRAPHRUNTIME_API void ConvertToAnimationStateMachine(const FAnimNodeReference& Node, FAnimationStateMachineReference& AnimationState, EAnimNodeReferenceConversionResult& Result); /** Get an anim state machine from an anim node reference (pure) */ UFUNCTION(BlueprintPure, Category = "State Machine", meta = (BlueprintThreadSafe, DisplayName = "Convert to Animation State Machine")) static void ConvertToAnimationStateMachinePure(const FAnimNodeReference& Node, FAnimationStateMachineReference& AnimationState, bool& Result) { EAnimNodeReferenceConversionResult ConversionResult; ConvertToAnimationStateMachine(Node, AnimationState, ConversionResult); Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded); } /** Returns whether the state the node belongs to is blending in */ UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API bool IsStateBlendingIn(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node); /** Returns whether the state the node belongs to is blending out */ UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API bool IsStateBlendingOut(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node); /** Manually set the current state of the state machine NOTE: Custom blend type is not supported */ UFUNCTION(BlueprintCallable, Category = "State Machine", meta=(BlueprintThreadSafe, AdvancedDisplay = "4")) static ANIMGRAPHRUNTIME_API void SetState(const FAnimUpdateContext& UpdateContext, const FAnimationStateMachineReference& Node, FName TargetState, float Duration , TEnumAsByte BlendType, UBlendProfile* BlendProfile, EAlphaBlendOption AlphaBlendOption, UCurveFloat* CustomBlendCurve); /** Returns the name of the current state of this state machine */ UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API FName GetState(const FAnimUpdateContext& UpdateContext, const FAnimationStateMachineReference& Node); /** Returns the remaining animation time of the state's most relevant asset player */ UFUNCTION(BlueprintPure, Category = "State Machine", meta = (BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API float GetRelevantAnimTimeRemaining(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node); /** Returns the remaining animation time as a fraction of the duration for the state's most relevant asset player */ UFUNCTION(BlueprintPure, Category = "State Machine", meta = (BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API float GetRelevantAnimTimeRemainingFraction(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node); };