You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb none #lockdown Nick.Penwarden #ROBOMERGE-OWNER: ryan.gerleve #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/... #ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking) [CL 4662413 by ben marsh in Dev-Networking branch]
37 lines
3.0 KiB
C++
37 lines
3.0 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Kismet/BlueprintFunctionLibrary.h"
|
|
#include "Components/SceneComponent.h"
|
|
#include "KismetAnimationLibrary.generated.h"
|
|
|
|
class USkeletalMeshComponent;
|
|
|
|
UCLASS(meta=(ScriptName="AnimGraphLibrary"))
|
|
class ANIMGRAPHRUNTIME_API UKismetAnimationLibrary : public UBlueprintFunctionLibrary
|
|
{
|
|
GENERATED_UCLASS_BODY()
|
|
|
|
UFUNCTION(BlueprintPure, Category = "Utilities|Animation", meta = (DisplayName = "Two Bone IK Function", ScriptName = "TwoBoneIK", bAllowStretching = "false", StartStretchRatio = "1.0", MaxStretchScale = "1.2"))
|
|
static void K2_TwoBoneIK(const FVector& RootPos, const FVector& JointPos, const FVector& EndPos, const FVector& JointTarget, const FVector& Effector, FVector& OutJointPos, FVector& OutEndPos, bool bAllowStretching, float StartStretchRatio, float MaxStretchScale);
|
|
|
|
UFUNCTION(BlueprintPure, Category = "Utilities|Animation", meta = (DisplayName = "Look At Function", ScriptName = "LookAt", bUseUpVector = "false"))
|
|
static FTransform K2_LookAt(const FTransform& CurrentTransform, const FVector& TargetPosition, FVector LookAtVector, bool bUseUpVector, FVector UpVector, float ClampConeInDegree);
|
|
|
|
UFUNCTION(BlueprintPure, Category = "Utilities|Animation", meta = (DisplayName = "Get Distance Between Two Sockets", ScriptName = "DistanceBetweenSockets", bRemapRange= "false"))
|
|
static float K2_DistanceBetweenTwoSocketsAndMapRange(const USkeletalMeshComponent* Component, const FName SocketOrBoneNameA, ERelativeTransformSpace SocketSpaceA, const FName SocketOrBoneNameB, ERelativeTransformSpace SocketSpaceB, bool bRemapRange, float InRangeMin, float InRangeMax, float OutRangeMin, float OutRangeMax);
|
|
|
|
UFUNCTION(BlueprintPure, Category = "Utilities|Animation", meta = (DisplayName = "Get Direction Between Sockets", ScriptName = "DirectionBetweenSockets"))
|
|
static FVector K2_DirectionBetweenSockets(const USkeletalMeshComponent* Component, const FName SocketOrBoneNameFrom, const FName SocketOrBoneNameTo);
|
|
|
|
/* This function creates perlin noise from input X, Y, Z, and then range map to RangeOut, and out put to OutX, OutY, OutZ */
|
|
UFUNCTION(BlueprintPure, Category = "Utilities|Animation", meta = (DisplayName = "Make Perlin Noise Vector and Remap", ScriptName = "MakeVectorFromPerlinNoise", RangeOutMinX = "-1.f", RangeOutMaxX = "1.f", RangeOutMinY = "-1.f", RangeOutMaxY = "1.f", RangeOutMinZ = "-1.f", RangeOutMaxZ = "1.f"))
|
|
static FVector K2_MakePerlinNoiseVectorAndRemap(float X, float Y, float Z, float RangeOutMinX, float RangeOutMaxX, float RangeOutMinY, float RangeOutMaxY, float RangeOutMinZ, float RangeOutMaxZ);
|
|
|
|
UFUNCTION(BlueprintPure, Category = "Utilities|Animation", meta = (DisplayName = "Make Perlin Noise and Remap", ScriptName = "MakeFloatFromPerlinNoise", RangeOutMinX = "-1.f", RangeOutMaxX = "1.f", RangeOutMinY = "-1.f", RangeOutMaxY = "1.f", RangeOutMinZ = "-1.f", RangeOutMaxZ = "1.f"))
|
|
static float K2_MakePerlinNoiseAndRemap(float Value, float RangeOutMin, float RangeOutMax);
|
|
};
|
|
|