45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "AnimNodes/AnimNode_PoseHandler.h"
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#include "AnimNode_PoseByName.generated.h"
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// Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally.
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// Typically the playback position of the animation for this node will represent something other than time, like jump height.
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// This node will not trigger any notifies present in the associated sequence.
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USTRUCT(BlueprintInternalUseOnly)
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struct FAnimNode_PoseByName : public FAnimNode_PoseHandler
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{
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GENERATED_USTRUCT_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinHiddenByDefault))
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FName PoseName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinHiddenByDefault))
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float PoseWeight;
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private:
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/** Cached current pose name used for invalidation */
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FName CurrentPoseName;
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public:
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FAnimNode_PoseByName()
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: PoseWeight(1.f)
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, CurrentPoseName(NAME_None)
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{
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}
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// FAnimNode_Base interface
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ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void UpdateAssetPlayer(const FAnimationUpdateContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
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ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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// End of FAnimNode_Base interface
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private:
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ANIMGRAPHRUNTIME_API virtual void RebuildPoseList(const FBoneContainer& InBoneContainer, const UPoseAsset* InPoseAsset) override;
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};
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