Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h
thomas sarkanen d6b88f4848 Fixed sequence player node blueprint exposure issues
Fixed GetSequence to be a pure node, making it possible to use it in the anim graph
Additionally, marked UAnimSequenceBase::GetPlayLength BlueprintThreadSafe

#jira UE-141278 - Sequence player functions cannot be used in anim graphs
#rb jurre.debaare
#preflight 61fd117b0a43b689e16e7119
#lockdown cristina.riveron, laurent.delayen

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18861940 in //UE5/Release-5.0/... via CL 18862127 via CL 18862344
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18862356 by thomas sarkanen in ue5-main branch]
2022-02-04 08:48:06 -05:00

86 lines
4.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimExecutionContext.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Animation/AnimNodeReference.h"
#include "SequencePlayerLibrary.generated.h"
struct FAnimNode_SequencePlayer;
USTRUCT(BlueprintType)
struct FSequencePlayerReference : public FAnimNodeReference
{
GENERATED_BODY()
typedef FAnimNode_SequencePlayer FInternalNodeType;
};
// Exposes operations to be performed on a sequence player anim node
// Note: Experimental and subject to change!
UCLASS(Experimental)
class ANIMGRAPHRUNTIME_API USequencePlayerLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/** Get a sequence player context from an anim node context */
UFUNCTION(BlueprintCallable, Category = "Sequence Player", meta = (BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
static FSequencePlayerReference ConvertToSequencePlayer(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result);
/** Get a sequence player context from an anim node context (pure) */
UFUNCTION(BlueprintPure, Category = "Sequence Player", meta = (BlueprintThreadSafe, DisplayName = "Convert to Sequence Player"))
static void ConvertToSequencePlayerPure(const FAnimNodeReference& Node, FSequencePlayerReference& SequencePlayer, bool& Result)
{
EAnimNodeReferenceConversionResult ConversionResult;
SequencePlayer = ConvertToSequencePlayer(Node, ConversionResult);
Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
}
/** Set the current accumulated time of the sequence player */
UFUNCTION(BlueprintCallable, Category = "Sequence Player", meta = (BlueprintThreadSafe))
static FSequencePlayerReference SetAccumulatedTime(const FSequencePlayerReference& SequencePlayer, float Time);
/** Set the start position of the sequence player */
UFUNCTION(BlueprintCallable, Category = "Sequence Player", meta = (BlueprintThreadSafe))
static FSequencePlayerReference SetStartPosition(const FSequencePlayerReference& SequencePlayer, float StartPosition);
/** Set the play rate of the sequence player */
UFUNCTION(BlueprintCallable, Category = "Sequence Player", meta = (BlueprintThreadSafe))
static FSequencePlayerReference SetPlayRate(const FSequencePlayerReference& SequencePlayer, float PlayRate);
/** Set the current sequence of the sequence player */
UFUNCTION(BlueprintCallable, Category = "Sequence Player", meta = (BlueprintThreadSafe))
static FSequencePlayerReference SetSequence(const FSequencePlayerReference& SequencePlayer, UAnimSequenceBase* Sequence);
/** Set the current sequence of the sequence player with an inertial blend time */
UFUNCTION(BlueprintCallable, Category = "Sequence Player", meta = (BlueprintThreadSafe))
static FSequencePlayerReference SetSequenceWithInertialBlending(const FAnimUpdateContext& UpdateContext, const FSequencePlayerReference& SequencePlayer, UAnimSequenceBase* Sequence, float BlendTime = 0.2f);
/** Get the current sequence of the sequence player - DEPRECATED, please use pure version */
UFUNCTION(BlueprintCallable, Category = "Sequence Player", meta = (BlueprintThreadSafe, DeprecatedFunction))
static FSequencePlayerReference GetSequence(const FSequencePlayerReference& SequencePlayer, UPARAM(Ref) UAnimSequenceBase*& SequenceBase);
/** Get the current sequence of the sequence player */
UFUNCTION(BlueprintPure, Category = "Sequence Player", meta = (BlueprintThreadSafe, DisplayName = "Get Sequence"))
static UAnimSequenceBase* GetSequencePure(const FSequencePlayerReference& SequencePlayer);
/** Gets the current accumulated time of the sequence player */
UFUNCTION(BlueprintPure, Category = "Sequence Player", meta = (BlueprintThreadSafe))
static float GetAccumulatedTime(const FSequencePlayerReference& SequencePlayer);
/** Get the start position of the sequence player */
UFUNCTION(BlueprintPure, Category = "Sequence Player", meta = (BlueprintThreadSafe))
static float GetStartPosition(const FSequencePlayerReference& SequencePlayer);
/** Get the play rate of the sequence player */
UFUNCTION(BlueprintPure, Category = "Sequence Player", meta = (BlueprintThreadSafe))
static float GetPlayRate(const FSequencePlayerReference& SequencePlayer);
/** Get the looping state of the sequence player */
UFUNCTION(BlueprintPure, Category = "Sequence Player", meta = (BlueprintThreadSafe))
static bool GetLoopAnimation(const FSequencePlayerReference& SequencePlayer);
};