Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Thomas Sarkanen e572e6e3de Missed file
#rb none

[CL 16740070 by Thomas Sarkanen in ue5-main branch]
2021-06-22 05:12:49 -04:00

49 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Animation/AnimNodeReference.h"
#include "Animation/AnimExecutionContext.h"
#include "AnimExecutionContextLibrary.generated.h"
class UAnimInstance;
// Exposes operations to be performed on anim node contexts
UCLASS()
class ANIMGRAPHRUNTIME_API UAnimExecutionContextLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
#if WITH_EDITOR
/** Prototype function for thread-safe anim node calls */
UFUNCTION(BlueprintInternalUseOnly, meta=(BlueprintThreadSafe))
void Prototype_ThreadSafeAnimNodeCall(const FAnimExecutionContext& Context, const FAnimNodeReference& Node) {}
#endif
/** Get the anim instance that hosts this anim node */
UFUNCTION(BlueprintPure, Category = "Anim Node", meta=(BlueprintThreadSafe))
static UAnimInstance* GetAnimInstance(const FAnimExecutionContext& Context);
/** Internal compiler use only - Get a reference to an anim node by index */
UFUNCTION(BlueprintPure, BlueprintInternalUseOnly, meta=(BlueprintThreadSafe, DefaultToSelf = "Instance"))
static FAnimNodeReference GetAnimNodeReference(UAnimInstance* Instance, int32 Index);
/** Convert to an initialization context */
UFUNCTION(BlueprintCallable, Category = "Anim Node", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
FAnimInitializationContext ConvertToInitializationContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
/** Convert to an update context */
UFUNCTION(BlueprintCallable, Category = "Anim Node", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
static FAnimUpdateContext ConvertToUpdateContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
/** Convert to a pose context */
UFUNCTION(BlueprintCallable, Category = "Anim Node", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
static FAnimPoseContext ConvertToPoseContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
/** Convert to a component space pose context */
UFUNCTION(BlueprintCallable, Category = "Anim Node", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
static FAnimComponentSpacePoseContext ConvertToComponentSpacePoseContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
};