48 lines
2.1 KiB
C++
48 lines
2.1 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 "Kismet/BlueprintFunctionLibrary.h"
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#include "Animation/AnimNodeReference.h"
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#include "LinkedAnimGraphLibrary.generated.h"
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struct FAnimNode_LinkedAnimGraph;
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USTRUCT(BlueprintType)
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struct FLinkedAnimGraphReference : public FAnimNodeReference
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{
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GENERATED_BODY()
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typedef FAnimNode_LinkedAnimGraph FInternalNodeType;
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};
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// Exposes operations to be performed on anim node contexts
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UCLASS(MinimalAPI)
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class ULinkedAnimGraphLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/** Get a linked anim graph reference from an anim node reference */
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UFUNCTION(BlueprintCallable, Category = "Animation|Linked Anim Graphs", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static ANIMGRAPHRUNTIME_API FLinkedAnimGraphReference ConvertToLinkedAnimGraph(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result);
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/** Get a linked anim graph reference from an anim node reference (pure) */
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UFUNCTION(BlueprintPure, Category = "Animation|Linked Anim Graphs", meta=(BlueprintThreadSafe, DisplayName = "Convert to Linked Anim Graph"))
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static void ConvertToLinkedAnimGraphPure(const FAnimNodeReference& Node, FLinkedAnimGraphReference& LinkedAnimGraph, bool& Result)
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{
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EAnimNodeReferenceConversionResult ConversionResult;
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LinkedAnimGraph = ConvertToLinkedAnimGraph(Node, ConversionResult);
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Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
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}
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/** Returns whether the node hosts an instance (e.g. linked anim graph or layer) */
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UFUNCTION(BlueprintPure, Category = "Animation|Linked Anim Graphs", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API bool HasLinkedAnimInstance(const FLinkedAnimGraphReference& Node);
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/** Get the linked instance is hosted by this node. If the node does not host an instance then HasLinkedAnimInstance will return false */
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UFUNCTION(BlueprintPure, Category = "Animation|Linked Anim Graphs", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API UAnimInstance* GetLinkedAnimInstance(const FLinkedAnimGraphReference& Node);
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};
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