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

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