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Even with a name of 'None', a sync point (FAnimSyncGroupScope - such as that on a blend space graph) would forward for syncing to the proxy, bypassing any other valid rootwards sync scopes. This change prevents adding the sync messages completely if their name is 'None', ensuring that outer scopes correctly receive the tick record. #jira UE-170408 #rb Jurre.deBaare #preflight 63877bed7b4bd3f057134e25 [CL 23352692 by thomas sarkanen in ue5-main branch]
38 lines
972 B
C++
38 lines
972 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimNodes/AnimNode_Sync.h"
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#include "Animation/AnimSyncScope.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_Sync)
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void FAnimNode_Sync::Initialize_AnyThread(const FAnimationInitializeContext& Context)
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{
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Source.Initialize(Context);
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}
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void FAnimNode_Sync::Update_AnyThread(const FAnimationUpdateContext& Context)
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{
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const bool bApplySyncing = GroupName != NAME_None;
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UE::Anim::TOptionalScopedGraphMessage<UE::Anim::FAnimSyncGroupScope> Message(bApplySyncing, Context, Context, GroupName, GroupRole);
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Source.Update(Context);
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}
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void FAnimNode_Sync::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
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{
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Source.CacheBones(Context);
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}
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void FAnimNode_Sync::Evaluate_AnyThread(FPoseContext& Output)
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{
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Source.Evaluate(Output);
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}
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void FAnimNode_Sync::GatherDebugData(FNodeDebugData& DebugData)
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{
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DebugData.AddDebugItem(DebugData.GetNodeName(this));
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Source.GatherDebugData(DebugData);
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}
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