Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimSequencerInstance.cpp
ludovic chabant e57f12f56c Fix some bugs with sequencer anim-nodes and anim-notifies not firing correctly in various cases.
- Provide the previous/next times to the anim-node so it can make the animation system update that whole time range, including when the node is resetting.
- Do the same thing for the anim-montage update, because when time loops around back to 0, it was updating backwards and firing notifies incorrectly.

Disable anim-notifies when scrubbing because we currently can't make all cases work consistently.

There are some other edge cases that are not solved by this CL yet, though.

#jira UE-70926
#jira UE-77768
#rb laurent.delayen, mike.zyracki, max.chen

[CL 8093828 by ludovic chabant in Dev-Editor branch]
2019-08-16 13:07:50 -04:00

58 lines
2.0 KiB
C++

// Copyright 1998-2019 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::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);
}
}
}