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Also fixes type conversions (first time I have tried to convert to a base class and found that my IsChildOf check was the wrong way around). Plus some extra accessors added for exec/update contexts. Found the need for these when doing show & tell prep. #rb Jurre.deBaare [CL 17367354 by Thomas Sarkanen in ue5-main branch]
61 lines
3.0 KiB
C++
61 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Animation/AnimNodeReference.h"
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#include "Animation/AnimExecutionContext.h"
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#include "AnimExecutionContextLibrary.generated.h"
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class UAnimInstance;
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// Exposes operations to be performed on anim node contexts
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UCLASS()
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class ANIMGRAPHRUNTIME_API UAnimExecutionContextLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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#if WITH_EDITOR
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/** Prototype function for thread-safe anim node calls */
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UFUNCTION(BlueprintInternalUseOnly, meta=(BlueprintThreadSafe))
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void Prototype_ThreadSafeAnimNodeCall(const FAnimExecutionContext& Context, const FAnimNodeReference& Node) {}
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/** Prototype function for thread-safe anim update calls */
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UFUNCTION(BlueprintInternalUseOnly, meta=(BlueprintThreadSafe))
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void Prototype_ThreadSafeAnimUpdateCall(const FAnimUpdateContext& Context, const FAnimNodeReference& Node) {}
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#endif
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/** Get the anim instance that hosts this context */
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UFUNCTION(BlueprintPure, Category = "Execution Context", meta=(BlueprintThreadSafe))
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static UAnimInstance* GetAnimInstance(const FAnimExecutionContext& Context);
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/** Internal compiler use only - Get a reference to an anim node by index */
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UFUNCTION(BlueprintPure, BlueprintInternalUseOnly, meta=(BlueprintThreadSafe, DefaultToSelf = "Instance"))
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static FAnimNodeReference GetAnimNodeReference(UAnimInstance* Instance, int32 Index);
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/** Convert to an initialization context */
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UFUNCTION(BlueprintCallable, Category = "Initialization Context", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static FAnimInitializationContext ConvertToInitializationContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
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/** Convert to an update context */
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UFUNCTION(BlueprintCallable, Category = "Update Context", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static FAnimUpdateContext ConvertToUpdateContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
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/** Get the current delta time in seconds */
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UFUNCTION(BlueprintPure, Category = "Update Context", meta=(BlueprintThreadSafe))
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static float GetDeltaTime(const FAnimUpdateContext& Context);
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/** Get the current weight of this branch of the graph */
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UFUNCTION(BlueprintPure, Category = "Update Context", meta=(BlueprintThreadSafe))
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static float GetCurrentWeight(const FAnimUpdateContext& Context);
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/** Convert to a pose context */
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UFUNCTION(BlueprintCallable, Category = "Pose Context", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static FAnimPoseContext ConvertToPoseContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
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/** Convert to a component space pose context */
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UFUNCTION(BlueprintCallable, Category = "Component Space Pose Context", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static FAnimComponentSpacePoseContext ConvertToComponentSpacePoseContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
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}; |