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- Expose built in attribute type properties to blueprints/scripting #jira none #rb Thomas.Sarkanen #preflight 6246c9a2dc6183e3f5170675 [CL 19586053 by Jurre deBaare in ue5-main branch]
38 lines
2.8 KiB
C++
38 lines
2.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Animation/BuiltInAttributeTypes.h"
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#include "Animation/AnimData/IAnimationDataController.h"
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#include "AnimationAttributeBlueprintLibrary.generated.h"
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UCLASS(meta=(ScriptName="AnimationAttributeLibrary"))
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class ANIMATIONBLUEPRINTLIBRARY_API UAnimationAttributeBlueprintLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, CustomThunk, Category = "Animation|Attributes", meta=(CustomStructureParam="Value", BlueprintInternalUseOnly="true"))
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static bool SetAttributeKey(TScriptInterface<IAnimationDataController> AnimationDataController, const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, const int32& Value);
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static bool Generic_SetAttributeKey(TScriptInterface<IAnimationDataController> AnimationDataController, const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, UScriptStruct* ScriptStruct, const void* Value);
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DECLARE_FUNCTION(execSetAttributeKey);
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UFUNCTION(BlueprintCallable, CustomThunk, Category = "Animation|Attributes", meta=(CustomStructureParam="Values", BlueprintInternalUseOnly="true"))
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static bool SetAttributeKeys(TScriptInterface<IAnimationDataController> AnimationDataController, const FAnimationAttributeIdentifier& AttributeIdentifier, const TArray<float>& Times, const TArray<int32>& Values);
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static bool Generic_SetAttributeKeys(TScriptInterface<IAnimationDataController> AnimationDataController, const FAnimationAttributeIdentifier& AttributeIdentifier, const TArray<float>& Times, const void* ValuesArray, const FArrayProperty* ValuesArrayProperty);
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DECLARE_FUNCTION(execSetAttributeKeys);
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UFUNCTION(BlueprintCallable, CustomThunk, Category = "Animation|Attributes", meta=(CustomStructureParam="Value", BlueprintInternalUseOnly="true"))
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static bool GetAttributeKey(UAnimDataModel* AnimationDataModel, const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, int32& Value);
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static bool Generic_GetAttributeKey(UAnimDataModel* AnimationDataModel, const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, UScriptStruct* ScriptStruct, void* Value);
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DECLARE_FUNCTION(execGetAttributeKey);
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UFUNCTION(BlueprintCallable, CustomThunk, Category = "Animation|Attributes", meta=(CustomStructureParam="Values", BlueprintInternalUseOnly="true"))
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static bool GetAttributeKeys(UAnimDataModel* AnimationDataModel, const FAnimationAttributeIdentifier& AttributeIdentifier, TArray<float>& OutTimes, TArray<int32>& Values);
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static bool Generic_GetAttributeKeys(UAnimDataModel* AnimationDataModel, const FAnimationAttributeIdentifier& AttributeIdentifier, TArray<float>& Times, void* ValuesArray, const FArrayProperty* ValuesArrayProperty);
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DECLARE_FUNCTION(execGetAttributeKeys);
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};
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