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- Allow the user to set/get Mirror flag, and BlendTime using a Mirror Anim Node Reference. #rb aaron.cox, jose.villarroel, thomas.sarkanen [CL 26570163 by roland munguia in ue5-main branch]
59 lines
2.8 KiB
C++
59 lines
2.8 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 "MirrorAnimLibrary.generated.h"
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struct FAnimNode_MirrorBase;
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USTRUCT(BlueprintType)
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struct FMirrorAnimNodeReference : public FAnimNodeReference
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{
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GENERATED_BODY()
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typedef FAnimNode_MirrorBase FInternalNodeType;
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};
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/** Exposes operations that can be run on a Mirror node via Anim Node Functions such as "On Become Relevant" and "On Update". */
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UCLASS()
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class UMirrorAnimLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/** Get a mirror node context from an anim node context */
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UFUNCTION(BlueprintCallable, Category = "Animation|Mirroring", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static ANIMGRAPHRUNTIME_API FMirrorAnimNodeReference ConvertToMirrorNode(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result);
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/** Get a mirror context from an anim node context (pure) */
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UFUNCTION(BlueprintPure, Category = "Animation|Mirroring", meta=(BlueprintThreadSafe, DisplayName = "Convert to Mirror Node"))
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static void ConvertToMirrorNodePure(const FAnimNodeReference& Node, FMirrorAnimNodeReference& MirrorNode, bool& Result)
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{
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EAnimNodeReferenceConversionResult ConversionResult;
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MirrorNode = ConvertToMirrorNode(Node, ConversionResult);
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Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
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}
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/** Set the mirror state */
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UFUNCTION(BlueprintCallable, Category = "Animation|Mirroring", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API FMirrorAnimNodeReference SetMirror(const FMirrorAnimNodeReference& MirrorNode, bool bInMirror);
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/** Set how long to blend using inertialization when switching mirrored state */
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UFUNCTION(BlueprintCallable, Category = "Animation|Mirroring", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API FMirrorAnimNodeReference SetMirrorTransitionBlendTime(const FMirrorAnimNodeReference& MirrorNode, float InBlendTime);
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/** Get the mirror state */
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UFUNCTION(BlueprintPure, Category = "Animation|Mirroring", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API bool GetMirror(const FMirrorAnimNodeReference& MirrorNode);
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/** Get MirrorDataTable used to perform mirroring*/
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UFUNCTION(BlueprintPure, Category = "Animation|Mirroring", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API UMirrorDataTable* GetMirrorDataTable(const FMirrorAnimNodeReference& MirrorNode);
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/** Get how long to blend using inertialization when switching mirrored state */
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UFUNCTION(BlueprintPure, Category = "Animation|Mirroring", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API float GetMirrorTransitionBlendTime(const FMirrorAnimNodeReference& MirrorNode);
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}; |