Files
UnrealEngineUWP/Engine/Plugins/Animation/AnimationLocomotionLibrary/Source/Runtime/Public/AnimCharacterMovementLibrary.h
aaron cox 74b6812ea3 Remove code that's no longer needed from the Animation Locomotion Library plugin. This logic is now being handled in blueprint with Anim Node Functions until (if) we have a better mechanism to make it an engine feature.
#preflight 61b39375a2562c8b1c3fcc45
[at]Jose.Villarroel

#ROBOMERGE-AUTHOR: aaron.cox
#ROBOMERGE-SOURCE: CL 18431931 in //UE5/Release-5.0/... via CL 18435373
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18435871 by aaron cox in ue5-release-engine-test branch]
2021-12-10 18:04:41 -05:00

41 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "AnimCharacterMovementLibrary.generated.h"
class UAnimSequence;
/**
* Library of common techniques for driving character locomotion animations.
*/
UCLASS()
class ANIMATIONLOCOMOTIONLIBRARYRUNTIME_API UAnimCharacterMovementLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/**
* Predict where the character will stop based on its current movement properties and parameters from the movement component.
* This uses prediction logic that is heavily tied to the UCharacterMovementComponent.
* Each parameter corresponds to a value from the UCharacterMovementComponent with the same name.
* Because this is a thread safe function, it's recommended to populate these fields via the Property Access system.
* @return The predicted stop position in local space to the character. The size of this vector will be the distance to the stop location.
*/
UFUNCTION(BlueprintPure, Category = "Animation Character Movement", meta = (BlueprintThreadSafe))
static FVector PredictGroundMovementStopLocation(const FVector& Velocity,
bool bUseSeparateBrakingFriction, float BrakingFriction, float GroundFriction, float BrakingFrictionFactor, float BrakingDecelerationWalking);
/**
* Predict where the character will change direction during a pivot based on its current movement properties and parameters from the movement component.
* This uses prediction logic that is heavily tied to the UCharacterMovementComponent.
* Each parameter corresponds to a value from the UCharacterMovementComponent with the same name.
* Because this is a thread safe function, it's recommended to populate these fields via the Property Access system.
* @return The predicted pivot position in local space to the character. The size of this vector will be the distance to the pivot.
*/
UFUNCTION(BlueprintPure, Category = "Animation Character Movement", meta = (BlueprintThreadSafe))
static FVector PredictGroundMovementPivotLocation(const FVector& Acceleration, const FVector& Velocity, float GroundFriction);
};