Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimPreviewAttacheInstance.cpp
jose villarroel 3f650197bf Fix "additional meshes" in persona preview not animating
#rb Aaron.Cox, Jurre.DeBaare
#preflight 61fd7b9fe65336d14550704c

#ROBOMERGE-AUTHOR: jose.villarroel
#ROBOMERGE-SOURCE: CL 18872694 via CL 18872736 via CL 18872771 via CL 18875005 via CL 18875491
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18875508 by jose villarroel in ue5-main branch]
2022-02-04 17:43:49 -05:00

51 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimPreviewAttacheInstance.h"
#define LOCTEXT_NAMESPACE "AnimPreviewAttacheInstance"
void FAnimPreviewAttacheInstanceProxy::Initialize(UAnimInstance* InAnimInstance)
{
FAnimInstanceProxy::Initialize(InAnimInstance);
FAnimationInitializeContext InitContext(this);
CopyPoseFromMesh.bUseAttachedParent = true;
CopyPoseFromMesh.Initialize_AnyThread(InitContext);
}
void FAnimPreviewAttacheInstanceProxy::PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds)
{
FAnimInstanceProxy::PreUpdate(InAnimInstance, DeltaSeconds);
CopyPoseFromMesh.PreUpdate(InAnimInstance);
}
void FAnimPreviewAttacheInstanceProxy::UpdateAnimationNode(const FAnimationUpdateContext& InContext)
{
UpdateCounter.Increment();
CopyPoseFromMesh.Update_AnyThread(InContext);
}
bool FAnimPreviewAttacheInstanceProxy::Evaluate(FPoseContext& Output)
{
// we cant evaluate on a worker thread here because of the key delegate needing to be fired
CopyPoseFromMesh.Evaluate_AnyThread(Output);
return true;
}
UAnimPreviewAttacheInstance::UAnimPreviewAttacheInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
RootMotionMode = ERootMotionMode::RootMotionFromEverything;
bUseMultiThreadedAnimationUpdate = false;
}
FAnimInstanceProxy* UAnimPreviewAttacheInstance::CreateAnimInstanceProxy()
{
return new FAnimPreviewAttacheInstanceProxy(this);
}
#undef LOCTEXT_NAMESPACE