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