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A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library. #changelist validated #virtualized [CL 29127203 by benjamin jillich in ue5-main branch]
27 lines
1.1 KiB
C++
27 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BoneControllers/AnimNode_RigidBody_Library.h"
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FRigidBodyAnimNodeReference UAnimNodeRigidBodyLibrary::ConvertToRigidBodyAnimNode(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result)
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{
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return FAnimNodeReference::ConvertToType<FRigidBodyAnimNodeReference>(Node, Result);
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}
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void UAnimNodeRigidBodyLibrary::ConvertToRigidBodyAnimNodePure(const FAnimNodeReference& Node, FRigidBodyAnimNodeReference& RigidBodyAnimNode, bool& Result)
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{
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EAnimNodeReferenceConversionResult ConversionResult;
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RigidBodyAnimNode = ConvertToRigidBodyAnimNode(Node, ConversionResult);
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Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
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}
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FRigidBodyAnimNodeReference UAnimNodeRigidBodyLibrary::SetOverridePhysicsAsset(const FRigidBodyAnimNodeReference& Node, UPhysicsAsset* PhysicsAsset)
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{
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Node.CallAnimNodeFunction<FAnimNode_RigidBody>(
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TEXT("SetOverridePhysicsAsset"),
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[PhysicsAsset](FAnimNode_RigidBody& InRigidBodyNode)
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{
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InRigidBodyNode.SetOverridePhysicsAsset(PhysicsAsset);
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});
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return Node;
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} |