Files
UnrealEngineUWP/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h
Jurre deBaare eeceb102db Added uniform blueprint nodes for adding/updating of Animation Attribute (data)
- 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]
2022-04-01 06:09:36 -04:00

38 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Animation/BuiltInAttributeTypes.h"
#include "Animation/AnimData/IAnimationDataController.h"
#include "AnimationAttributeBlueprintLibrary.generated.h"
UCLASS(meta=(ScriptName="AnimationAttributeLibrary"))
class ANIMATIONBLUEPRINTLIBRARY_API UAnimationAttributeBlueprintLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, CustomThunk, Category = "Animation|Attributes", meta=(CustomStructureParam="Value", BlueprintInternalUseOnly="true"))
static bool SetAttributeKey(TScriptInterface<IAnimationDataController> AnimationDataController, const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, const int32& Value);
static bool Generic_SetAttributeKey(TScriptInterface<IAnimationDataController> AnimationDataController, const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, UScriptStruct* ScriptStruct, const void* Value);
DECLARE_FUNCTION(execSetAttributeKey);
UFUNCTION(BlueprintCallable, CustomThunk, Category = "Animation|Attributes", meta=(CustomStructureParam="Values", BlueprintInternalUseOnly="true"))
static bool SetAttributeKeys(TScriptInterface<IAnimationDataController> AnimationDataController, const FAnimationAttributeIdentifier& AttributeIdentifier, const TArray<float>& Times, const TArray<int32>& Values);
static bool Generic_SetAttributeKeys(TScriptInterface<IAnimationDataController> AnimationDataController, const FAnimationAttributeIdentifier& AttributeIdentifier, const TArray<float>& Times, const void* ValuesArray, const FArrayProperty* ValuesArrayProperty);
DECLARE_FUNCTION(execSetAttributeKeys);
UFUNCTION(BlueprintCallable, CustomThunk, Category = "Animation|Attributes", meta=(CustomStructureParam="Value", BlueprintInternalUseOnly="true"))
static bool GetAttributeKey(UAnimDataModel* AnimationDataModel, const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, int32& Value);
static bool Generic_GetAttributeKey(UAnimDataModel* AnimationDataModel, const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, UScriptStruct* ScriptStruct, void* Value);
DECLARE_FUNCTION(execGetAttributeKey);
UFUNCTION(BlueprintCallable, CustomThunk, Category = "Animation|Attributes", meta=(CustomStructureParam="Values", BlueprintInternalUseOnly="true"))
static bool GetAttributeKeys(UAnimDataModel* AnimationDataModel, const FAnimationAttributeIdentifier& AttributeIdentifier, TArray<float>& OutTimes, TArray<int32>& Values);
static bool Generic_GetAttributeKeys(UAnimDataModel* AnimationDataModel, const FAnimationAttributeIdentifier& AttributeIdentifier, TArray<float>& Times, void* ValuesArray, const FArrayProperty* ValuesArrayProperty);
DECLARE_FUNCTION(execGetAttributeKeys);
};