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30 lines
972 B
C++
30 lines
972 B
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "PhysicsAssetEditorAnimInstanceProxy.h"
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#include "PhysicsAssetEditorAnimInstance.h"
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//#include "AnimNode_RigidBody.h"
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void FPhysicsAssetEditorAnimInstanceProxy::Initialize(UAnimInstance* InAnimInstance)
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{
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FAnimPreviewInstanceProxy::Initialize(InAnimInstance);
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ConstructNodes();
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}
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void FPhysicsAssetEditorAnimInstanceProxy::ConstructNodes()
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{
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//LocalToComponentSpace.LocalPose.SetLinkNode(&SequencePlayerNode);
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//RagdollNode.ComponentPose.SetLinkNode(&LocalToComponentSpace);
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//ComponentToLocalSpace.ComponentPose.SetLinkNode(&RagdollNode);
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//ComponentToLocalSpace.ComponentPose.SetLinkNode(&LocalToComponentSpace);
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//RagdollNode.SimulationSpace = ESimulationSpace::WorldSpace;
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}
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void FPhysicsAssetEditorAnimInstanceProxy::GetCustomNodes(TArray<FAnimNode_Base*>& OutNodes)
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{
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//OutNodes.Add(&RagdollNode);
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}
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FPhysicsAssetEditorAnimInstanceProxy::~FPhysicsAssetEditorAnimInstanceProxy()
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{
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} |