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

95 lines
5.2 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 "SequencePlayerLibrary.generated.h"
struct FAnimNode_SequencePlayer;
USTRUCT(BlueprintType)
struct FSequencePlayerReference : public FAnimNodeReference
{
GENERATED_BODY()
typedef FAnimNode_SequencePlayer FInternalNodeType;
};
// Exposes operations to be performed on a sequence player anim node
// Note: Experimental and subject to change!
UCLASS(Experimental, MinimalAPI)
class USequencePlayerLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/** Get a sequence player context from an anim node context */
UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
static ANIMGRAPHRUNTIME_API FSequencePlayerReference ConvertToSequencePlayer(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result);
/** Get a sequence player context from an anim node context (pure) */
UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe, DisplayName = "Convert to Sequence Player"))
static void ConvertToSequencePlayerPure(const FAnimNodeReference& Node, FSequencePlayerReference& SequencePlayer, bool& Result)
{
EAnimNodeReferenceConversionResult ConversionResult;
SequencePlayer = ConvertToSequencePlayer(Node, ConversionResult);
Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
}
/** Set the current accumulated time of the sequence player */
UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API FSequencePlayerReference SetAccumulatedTime(const FSequencePlayerReference& SequencePlayer, float Time);
/**
* Set the start position of the sequence player.
* If this is called from On Become Relevant or On Initial Update then it should be accompanied by a call to
* SetAccumulatedTime to achieve the desired effect of resetting the play time of a sequence player.
*/
UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API FSequencePlayerReference SetStartPosition(const FSequencePlayerReference& SequencePlayer, float StartPosition);
/** Set the play rate of the sequence player */
UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API FSequencePlayerReference SetPlayRate(const FSequencePlayerReference& SequencePlayer, float PlayRate);
/** Set the current sequence of the sequence player */
UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API FSequencePlayerReference SetSequence(const FSequencePlayerReference& SequencePlayer, UAnimSequenceBase* Sequence);
/** Set the current sequence of the sequence player with an inertial blend time */
UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API FSequencePlayerReference SetSequenceWithInertialBlending(const FAnimUpdateContext& UpdateContext, const FSequencePlayerReference& SequencePlayer, UAnimSequenceBase* Sequence, float BlendTime = 0.2f);
/** Get the current sequence of the sequence player - DEPRECATED, please use pure version */
UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe, DeprecatedFunction))
static ANIMGRAPHRUNTIME_API FSequencePlayerReference GetSequence(const FSequencePlayerReference& SequencePlayer, UPARAM(Ref) UAnimSequenceBase*& SequenceBase);
/** Get the current sequence of the sequence player */
UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe, DisplayName = "Get Sequence"))
static ANIMGRAPHRUNTIME_API UAnimSequenceBase* GetSequencePure(const FSequencePlayerReference& SequencePlayer);
/** Gets the current accumulated time of the sequence player */
UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API float GetAccumulatedTime(const FSequencePlayerReference& SequencePlayer);
/** Get the start position of the sequence player */
UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API float GetStartPosition(const FSequencePlayerReference& SequencePlayer);
/** Get the play rate of the sequence player */
UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API float GetPlayRate(const FSequencePlayerReference& SequencePlayer);
/** Get the looping state of the sequence player */
UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API bool GetLoopAnimation(const FSequencePlayerReference& SequencePlayer);
/** Returns the Play Rate to provide when playing this animation if a specific animation duration is desired */
UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
static ANIMGRAPHRUNTIME_API float ComputePlayRateFromDuration(const FSequencePlayerReference& SequencePlayer, float Duration = 1.f);
};