Files
UnrealEngine/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseByName.h
2025-05-18 13:04:45 +08:00

45 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimNodes/AnimNode_PoseHandler.h"
#include "AnimNode_PoseByName.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_PoseByName : public FAnimNode_PoseHandler
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinHiddenByDefault))
FName PoseName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinHiddenByDefault))
float PoseWeight;
private:
/** Cached current pose name used for invalidation */
FName CurrentPoseName;
public:
FAnimNode_PoseByName()
: PoseWeight(1.f)
, CurrentPoseName(NAME_None)
{
}
// FAnimNode_Base interface
ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& 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
private:
ANIMGRAPHRUNTIME_API virtual void RebuildPoseList(const FBoneContainer& InBoneContainer, const UPoseAsset* InPoseAsset) override;
};