71 lines
3.8 KiB
C++
71 lines
3.8 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 "SequenceEvaluatorLibrary.generated.h"
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struct FAnimNode_SequenceEvaluator;
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USTRUCT(BlueprintType)
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struct FSequenceEvaluatorReference : public FAnimNodeReference
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{
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GENERATED_BODY()
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typedef FAnimNode_SequenceEvaluator FInternalNodeType;
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};
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// Exposes operations to be performed on a sequence evaluator anim node
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// Note: Experimental and subject to change!
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UCLASS(Experimental, MinimalAPI)
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class USequenceEvaluatorLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/** Get a sequence evaluator context from an anim node context */
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UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference ConvertToSequenceEvaluator(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result);
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/** Get a sequence evaluator context from an anim node context (pure) */
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UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta=(BlueprintThreadSafe, DisplayName = "Convert to Sequence Evaluator"))
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static void ConvertToSequenceEvaluatorPure(const FAnimNodeReference& Node, FSequenceEvaluatorReference& SequenceEvaluator, bool& Result)
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{
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EAnimNodeReferenceConversionResult ConversionResult;
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SequenceEvaluator = ConvertToSequenceEvaluator(Node, ConversionResult);
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Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
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}
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/** Set the current accumulated time of the sequence evaluator */
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UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference SetExplicitTime(const FSequenceEvaluatorReference& SequenceEvaluator, float Time);
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/** Set the current accumulated time, using a frame number, of the sequence evaluator */
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UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference SetExplicitFrame(const FSequenceEvaluatorReference& SequenceEvaluator, int32 Frame);
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/** Advance the current accumulated time of the sequence evaluator */
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UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference AdvanceTime(const FAnimUpdateContext& UpdateContext, const FSequenceEvaluatorReference& SequenceEvaluator, float PlayRate = 1.0f);
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/** Set the current sequence of the sequence evaluator */
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UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference SetSequence(const FSequenceEvaluatorReference& SequenceEvaluator, UAnimSequenceBase* Sequence);
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/** Set the current sequence of the sequence evaluator with an inertial blend time */
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UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API FSequenceEvaluatorReference SetSequenceWithInertialBlending(const FAnimUpdateContext& UpdateContext, const FSequenceEvaluatorReference& SequenceEvaluator, UAnimSequenceBase* Sequence, float BlendTime = 0.2f);
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/** Gets the current accumulated time of the sequence evaluator */
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UFUNCTION(BlueprintPure, Category = "Sequence Evaluator", meta = (BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API float GetAccumulatedTime(const FSequenceEvaluatorReference& SequenceEvaluator);
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/** Gets the current sequence of the sequence evaluator */
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UFUNCTION(BlueprintPure, Category = "Sequence Evaluator", meta = (BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API UAnimSequenceBase* GetSequence(const FSequenceEvaluatorReference& SequenceEvaluator);
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};
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