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

54 lines
2.6 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 "ModifyCurveLibrary.generated.h"
struct FAnimNode_ModifyCurve;
USTRUCT(BlueprintType)
struct FModifyCurveAnimNodeReference : public FAnimNodeReference
{
GENERATED_BODY()
typedef FAnimNode_ModifyCurve FInternalNodeType;
};
/** Exposes operations that can be run on a Modify Curve Node via Anim Node Functions such as "On Become Relevant" and "On Update". */
UCLASS()
class UModifyCurveAnimLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/** Get a modify curve node context from an anim node context */
UFUNCTION(BlueprintCallable, Category = "Animation", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
static ANIMGRAPHRUNTIME_API FModifyCurveAnimNodeReference ConvertToModifyCurveNode(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result);
/** Get a modify curve context from an anim node context (pure) */
UFUNCTION(BlueprintPure, Category = "Animation", meta=(BlueprintThreadSafe, DisplayName = "Convert to Modify Curve node"))
static void ConvertToModifyCurveNodePure(const FAnimNodeReference& Node, FModifyCurveAnimNodeReference& ModifyCurveNode, bool& Result)
{
EAnimNodeReferenceConversionResult ConversionResult;
ModifyCurveNode = ConvertToModifyCurveNode(Node, ConversionResult);
Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
}
UFUNCTION(BlueprintCallable, Category = "Animation", meta=(BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API FModifyCurveAnimNodeReference SetCurveMap(const FModifyCurveAnimNodeReference& ModifyCurveNode, const TMap<FName, float> & InCurveMap);
UFUNCTION(BlueprintCallable, Category = "Animation", meta=(BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API EModifyCurveApplyMode GetApplyMode(const FModifyCurveAnimNodeReference& ModifyCurveNode);
UFUNCTION(BlueprintCallable, Category = "Animation", meta=(BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API FModifyCurveAnimNodeReference SetApplyMode(const FModifyCurveAnimNodeReference& ModifyCurveNode, EModifyCurveApplyMode InMode);
UFUNCTION(BlueprintCallable, Category = "Animation", meta=(BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API float GetAlpha(const FModifyCurveAnimNodeReference& ModifyCurveNode);
UFUNCTION(BlueprintCallable, Category = "Animation", meta=(BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API FModifyCurveAnimNodeReference SetAlpha(const FModifyCurveAnimNodeReference& ModifyCurveNode, float InAlpha);
};