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- One driver value can now drive multiple components - How a component is driven is now configurable (add to input, replace, add to ref pose and replace) - The range limit is now defined on the input (before the multiplier is applied) rather than the output (existing ranges are fixed up on load) - New details customization to make working with the node easier - Individual scale components can now be a driver or one of the driven components, rather than just the max component of scale - The node title now displays the driving equation (e.g., driven.rotation.z = -0.5 * driver.rotation.x) Animation: Added a custom version for AnimGraph/AnimGraphRuntime usage Upgrade Note: The exact behavior of the original node was not preserved, but there are now more configuration options, so please revisit any uses of bone driven controllers in your animation blueprints [CL 2606968 by Michael Noland in Main branch]
28 lines
845 B
C++
28 lines
845 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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// Custom serialization version for assets/classes in the AnimGraphRuntime and AnimGraph modules
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struct ANIMGRAPHRUNTIME_API FAnimationCustomVersion
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{
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enum Type
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{
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// Before any version changes were made in the plugin
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BeforeCustomVersionWasAdded = 0,
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// Added support for one-to-many component mappings to FAnimNode_BoneDrivenController,
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// changed the range to apply to the input, and added a configurable method for updating the components
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BoneDrivenControllerMatchingMaya = 1,
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// -----<new versions can be added above this line>-------------------------------------------------
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VersionPlusOne,
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LatestVersion = VersionPlusOne - 1
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};
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// The GUID for this custom version number
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const static FGuid GUID;
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private:
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FAnimationCustomVersion() {}
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};
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