// 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 "SequenceEvaluatorLibrary.generated.h" struct FAnimNode_SequenceEvaluator; USTRUCT(BlueprintType) struct FSequenceEvaluatorReference : public FAnimNodeReference { GENERATED_BODY() typedef FAnimNode_SequenceEvaluator FInternalNodeType; }; // Exposes operations to be performed on a sequence evaluator anim node // Note: Experimental and subject to change! UCLASS(Experimental, MinimalAPI) class USequenceEvaluatorLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: /** Get a sequence evaluator context from an anim node context */ UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result")) static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference ConvertToSequenceEvaluator(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result); /** Get a sequence evaluator context from an anim node context (pure) */ UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta=(BlueprintThreadSafe, DisplayName = "Convert to Sequence Evaluator")) static void ConvertToSequenceEvaluatorPure(const FAnimNodeReference& Node, FSequenceEvaluatorReference& SequenceEvaluator, bool& Result) { EAnimNodeReferenceConversionResult ConversionResult; SequenceEvaluator = ConvertToSequenceEvaluator(Node, ConversionResult); Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded); } /** Set the current accumulated time of the sequence evaluator */ UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta=(BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference SetExplicitTime(const FSequenceEvaluatorReference& SequenceEvaluator, float Time); /** Set the current accumulated time, using a frame number, of the sequence evaluator */ UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta=(BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference SetExplicitFrame(const FSequenceEvaluatorReference& SequenceEvaluator, int32 Frame); /** Advance the current accumulated time of the sequence evaluator */ UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference AdvanceTime(const FAnimUpdateContext& UpdateContext, const FSequenceEvaluatorReference& SequenceEvaluator, float PlayRate = 1.0f); /** Set the current sequence of the sequence evaluator */ UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta=(BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference SetSequence(const FSequenceEvaluatorReference& SequenceEvaluator, UAnimSequenceBase* Sequence); /** Set the current sequence of the sequence evaluator with an inertial blend time */ UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta=(BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference SetSequenceWithInertialBlending(const FAnimUpdateContext& UpdateContext, const FSequenceEvaluatorReference& SequenceEvaluator, UAnimSequenceBase* Sequence, float BlendTime = 0.2f); /** Gets the current accumulated time of the sequence evaluator */ UFUNCTION(BlueprintPure, Category = "Sequence Evaluator", meta = (BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API float GetAccumulatedTime(const FSequenceEvaluatorReference& SequenceEvaluator); /** Gets the current sequence of the sequence evaluator */ UFUNCTION(BlueprintPure, Category = "Sequence Evaluator", meta = (BlueprintThreadSafe)) static ANIMGRAPHRUNTIME_API UAnimSequenceBase* GetSequence(const FSequenceEvaluatorReference& SequenceEvaluator); };