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- Provide the previous/next times to the anim-node so it can make the animation system update that whole time range, including when the node is resetting. - Do the same thing for the anim-montage update, because when time loops around back to 0, it was updating backwards and firing notifies incorrectly. Disable anim-notifies when scrubbing because we currently can't make all cases work consistently. There are some other edge cases that are not solved by this CL yet, though. #jira UE-70926 #jira UE-77768 #rb laurent.delayen, mike.zyracki, max.chen [CL 8093828 by ludovic chabant in Dev-Editor branch]
44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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/**
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*
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* This Instance only contains one AnimationAsset, and produce poses
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* Used by Preview in AnimGraph, Playing single animation in Kismet2 and etc
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*/
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#pragma once
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#include "Animation/AnimInstance.h"
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#include "AnimCustomInstance.h"
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#include "AnimSequencerInstance.generated.h"
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UCLASS(transient, NotBlueprintable)
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class ANIMGRAPHRUNTIME_API UAnimSequencerInstance : public UAnimCustomInstance
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{
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GENERATED_UCLASS_BODY()
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public:
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/** Update an animation sequence player in this instance */
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void UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies);
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void UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies);
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/** Reset all nodes in this instance */
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void ResetNodes();
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/** Reset the pose for this instance*/
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void ResetPose();
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/** Saved the named pose to restore after */
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void SavePose();
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protected:
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// UAnimInstance interface
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virtual FAnimInstanceProxy* CreateAnimInstanceProxy() override;
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public:
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static const FName SequencerPoseName;
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};
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