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UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h

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// 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 "AnimationStateMachineLibrary.generated.h"
struct FAnimNode_AnimationStateMachine;
struct FAnimNode_StateResult;
USTRUCT(BlueprintType, DisplayName = "Animation State Reference")
struct FAnimationStateResultReference : public FAnimNodeReference
{
GENERATED_BODY()
typedef FAnimNode_StateResult FInternalNodeType;
};
// Exposes operations to be performed on anim state machine node contexts
UCLASS(Experimental)
class ANIMGRAPHRUNTIME_API UAnimationStateMachineLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/** Get an anim state reference from an anim node reference */
UFUNCTION(BlueprintCallable, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State", ExpandEnumAsExecs = "Result"))
static void ConvertToAnimationStateResult(const FAnimNodeReference& Node, FAnimationStateResultReference& AnimationState, EAnimNodeReferenceConversionResult& Result);
/** Get an anim state reference from an anim node reference (pure) */
UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State"))
static void ConvertToAnimationStateResultPure(const FAnimNodeReference& Node, FAnimationStateResultReference& AnimationState, bool& Result)
{
EAnimNodeReferenceConversionResult ConversionResult;
ConvertToAnimationStateResult(Node, AnimationState, ConversionResult);
Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
}
/** Returns whether the state the node belongs to is blending in */
UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe))
static bool IsStateBlendingIn(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node);
/** Returns whether the state the node belongs to is blending out */
UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe))
static bool IsStateBlendingOut(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node);
};