Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimSequencerInstance.cpp
mike zyracki 9833a94abd Sequencer: Need to make sure we re-Construct the Animation Sequence Nodes when entering a section since it may have been changed to a pose snapshot node. Also made sure ConstructNodes really just sets them up lightly since it's used by both SequencerInst/ControlRigInst.
#jira UE-87806
#rb max.chen

#ROBOMERGE-SOURCE: CL 11446379 in //UE4/Release-4.25/...
#ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218)

[CL 11446390 by mike zyracki in 4.25-Plus branch]
2020-02-14 13:57:22 -05:00

63 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
UAnimSequencerInstance.cpp: Single Node Tree Instance
Only plays one animation at a time.
=============================================================================*/
#include "AnimSequencerInstance.h"
#include "AnimSequencerInstanceProxy.h"
/////////////////////////////////////////////////////
// UAnimSequencerInstance
/////////////////////////////////////////////////////
const FName UAnimSequencerInstance::SequencerPoseName(TEXT("Sequencer_Pose_Name"));
UAnimSequencerInstance::UAnimSequencerInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bUseMultiThreadedAnimationUpdate = false;
}
FAnimInstanceProxy* UAnimSequencerInstance::CreateAnimInstanceProxy()
{
return new FAnimSequencerInstanceProxy(this);
}
void UAnimSequencerInstance::UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies)
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().UpdateAnimTrack(InAnimSequence, SequenceId, InPosition, Weight, bFireNotifies);
}
void UAnimSequencerInstance::UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies)
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().UpdateAnimTrack(InAnimSequence, SequenceId, InFromPosition, InToPosition, Weight, bFireNotifies);
}
void UAnimSequencerInstance::ConstructNodes()
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().ConstructNodes();
}
void UAnimSequencerInstance::ResetNodes()
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().ResetNodes();
}
void UAnimSequencerInstance::ResetPose()
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().ResetPose();
}
void UAnimSequencerInstance::SavePose()
{
if (USkeletalMeshComponent* SkeletalMeshComponent = GetSkelMeshComponent())
{
if (SkeletalMeshComponent->SkeletalMesh && SkeletalMeshComponent->GetComponentSpaceTransforms().Num() > 0)
{
SavePoseSnapshot(UAnimSequencerInstance::SequencerPoseName);
}
}
}