Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h
jose villarroel 7eba34b59b Added anim node function getter for accumulated time/current sequence for sequence evaluators
#jira none
[REVIEW] [at]Aaron.Cox
#preflight 61e83faeda16597a1f3b9ddc

#ROBOMERGE-AUTHOR: jose.villarroel
#ROBOMERGE-SOURCE: CL 18659388 in //UE5/Release-5.0/... via CL 18659401 via CL 18659426
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18659451 by jose villarroel in ue5-main branch]
2022-01-19 11:53:03 -05:00

66 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimExecutionContext.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Animation/AnimNodeReference.h"
#include "SequenceEvaluatorLibrary.generated.h"
struct FAnimNode_SequenceEvaluator;
USTRUCT(BlueprintType)
struct FSequenceEvaluatorReference : public FAnimNodeReference
{
GENERATED_BODY()
typedef FAnimNode_SequenceEvaluator FInternalNodeType;
};
// Exposes operations to be performed on a sequence evaluator anim node
// Note: Experimental and subject to change!
UCLASS(Experimental)
class ANIMGRAPHRUNTIME_API USequenceEvaluatorLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/** Get a sequence evaluator context from an anim node context */
UFUNCTION(BlueprintCallable, Category = "Sequence Evaluator", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
static FSequenceEvaluatorReference ConvertToSequenceEvaluator(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result);
/** Get a sequence evaluator context from an anim node context (pure) */
UFUNCTION(BlueprintPure, Category = "Sequence Evaluator", meta=(BlueprintThreadSafe, DisplayName = "Convert to Sequence Evaluator"))
static void ConvertToSequenceEvaluatorPure(const FAnimNodeReference& Node, FSequenceEvaluatorReference& SequenceEvaluator, bool& Result)
{
EAnimNodeReferenceConversionResult ConversionResult;
SequenceEvaluator = ConvertToSequenceEvaluator(Node, ConversionResult);
Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
}
/** Set the current accumulated time of the sequence evaluator */
UFUNCTION(BlueprintCallable, Category = "Sequence Evaluator", meta=(BlueprintThreadSafe))
static FSequenceEvaluatorReference SetExplicitTime(const FSequenceEvaluatorReference& SequenceEvaluator, float Time);
/** Advance the current accumulated time of the sequence evaluator */
UFUNCTION(BlueprintCallable, Category = "Sequence Evaluator", meta = (BlueprintThreadSafe))
static FSequenceEvaluatorReference AdvanceTime(const FAnimUpdateContext& UpdateContext, const FSequenceEvaluatorReference& SequenceEvaluator, float PlayRate = 1.0f);
/** Set the current sequence of the sequence evaluator */
UFUNCTION(BlueprintCallable, Category = "Sequence Evaluator", meta=(BlueprintThreadSafe))
static FSequenceEvaluatorReference SetSequence(const FSequenceEvaluatorReference& SequenceEvaluator, UAnimSequenceBase* Sequence);
/** Set the current sequence of the sequence evaluator with an inertial blend time */
UFUNCTION(BlueprintCallable, Category = "Sequence Evaluator", meta=(BlueprintThreadSafe))
static FSequenceEvaluatorReference SetSequenceWithInertialBlending(const FAnimUpdateContext& UpdateContext, const FSequenceEvaluatorReference& SequenceEvaluator, UAnimSequenceBase* Sequence, float BlendTime = 0.2f);
/** Gets the current accumulated time of the sequence evaluator */
UFUNCTION(BlueprintPure, Category = "Sequence Evaluator", meta = (BlueprintThreadSafe))
static float GetAccumulatedTime(const FSequenceEvaluatorReference& SequenceEvaluator);
/** Gets the current sequence of the sequence evaluator */
UFUNCTION(BlueprintPure, Category = "Sequence Evaluator", meta = (BlueprintThreadSafe))
static UAnimSequenceBase* GetSequence(const FSequenceEvaluatorReference& SequenceEvaluator);
};