// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "Animation/AnimNodeReference.h" #include "LinkedAnimGraphLibrary.generated.h" struct FAnimNode_LinkedAnimGraph; USTRUCT(BlueprintType) struct FLinkedAnimGraphReference : public FAnimNodeReference { GENERATED_BODY() typedef FAnimNode_LinkedAnimGraph FInternalNodeType; }; // Exposes operations to be performed on anim node contexts UCLASS(MinimalAPI) class ULinkedAnimGraphLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: /** Get a linked anim graph reference from an anim node reference */ UFUNCTION(BlueprintCallable, Category = "Animation|Linked Anim Graphs", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result")) static ANIMGRAPHRUNTIME_API FLinkedAnimGraphReference ConvertToLinkedAnimGraph(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result); /** Get a linked anim graph reference from an anim node reference (pure) */ UFUNCTION(BlueprintPure, Category = "Animation|Linked Anim Graphs", meta=(BlueprintThreadSafe, DisplayName = "Convert to Linked Anim Graph")) static void ConvertToLinkedAnimGraphPure(const FAnimNodeReference& Node, FLinkedAnimGraphReference& LinkedAnimGraph, bool& Result) { EAnimNodeReferenceConversionResult ConversionResult; LinkedAnimGraph = ConvertToLinkedAnimGraph(Node, ConversionResult); Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded); } /** Returns whether the node hosts an instance (e.g. linked anim graph or layer) */ UFUNCTION(BlueprintPure, Category = "Animation|Linked Anim Graphs", meta=(BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API bool HasLinkedAnimInstance(const FLinkedAnimGraphReference& Node); /** Get the linked instance is hosted by this node. If the node does not host an instance then HasLinkedAnimInstance will return false */ UFUNCTION(BlueprintPure, Category = "Animation|Linked Anim Graphs", meta=(BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API UAnimInstance* GetLinkedAnimInstance(const FLinkedAnimGraphReference& Node); };