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

38 lines
1.2 KiB
C++

// 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 "BlendListBaseLibrary.generated.h"
struct FAnimNode_BlendListBase;
USTRUCT(BlueprintType)
struct FBlendListBaseReference : public FAnimNodeReference
{
GENERATED_BODY()
typedef FAnimNode_BlendListBase FInternalNodeType;
};
// Exposes operations to be performed on anim state machine node contexts
UCLASS(Experimental, MinimalAPI)
class UBlendListBaseLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/** Get a blend list base context from an anim node context. */
UFUNCTION(BlueprintCallable, Category = "Blend List Base", meta = (BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
static ANIMGRAPHRUNTIME_API FBlendListBaseReference ConvertToBlendListBase(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result);
/** Reset target blend list node to that the next blend is executed from a blank state */
UFUNCTION(BlueprintCallable, Category = "Blend List Base", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API void ResetNode(const FBlendListBaseReference& BlendListBase);
};