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UnrealEngine/Engine/Plugins/Animation/PoseSearch/Source/Runtime/Private/MotionMatchingAnimNodeLibrary.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

153 lines
6.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PoseSearch/MotionMatchingAnimNodeLibrary.h"
#include "AlphaBlend.h"
#include "PoseSearch/AnimNode_MotionMatching.h"
#include "PoseSearch/PoseSearchDatabase.h"
#include "UObject/FortniteMainBranchObjectVersion.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(MotionMatchingAnimNodeLibrary)
FMotionMatchingBlueprintBlendSettings::FMotionMatchingBlueprintBlendSettings()
: BlendTime(0.2f)
, BlendProfile(nullptr)
, BlendOption(UE::Anim::DefaultBlendOption)
, bUseInertialBlend(false)
{
}
bool FMotionMatchingBlueprintBlendSettings::Serialize(FArchive& Ar)
{
Ar.UsingCustomVersion(FFortniteMainBranchObjectVersion::GUID);
if (Ar.IsLoading() && Ar.IsSerializingDefaults())
{
const int32 CustomVersion = Ar.CustomVer(FFortniteMainBranchObjectVersion::GUID);
if (CustomVersion < FFortniteMainBranchObjectVersion::ChangeDefaultAlphaBlendType)
{
// Switch the default back to Linear so old data remains the same
BlendOption = EAlphaBlendOption::Linear;
}
}
return false;
}
bool FMotionMatchingBlueprintBlendSettings::Serialize(FStructuredArchive::FSlot Slot)
{
FArchive& Ar = Slot.GetUnderlyingArchive();
Ar.UsingCustomVersion(FFortniteMainBranchObjectVersion::GUID);
if (Ar.IsLoading() && Ar.IsSerializingDefaults())
{
const int32 CustomVersion = Ar.CustomVer(FFortniteMainBranchObjectVersion::GUID);
if (CustomVersion < FFortniteMainBranchObjectVersion::ChangeDefaultAlphaBlendType)
{
// Switch the default back to Linear so old data remains the same
BlendOption = EAlphaBlendOption::Linear;
}
}
return false;
}
FMotionMatchingAnimNodeReference UMotionMatchingAnimNodeLibrary::ConvertToMotionMatchingNode(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result)
{
return FAnimNodeReference::ConvertToType<FMotionMatchingAnimNodeReference>(Node, Result);
}
void UMotionMatchingAnimNodeLibrary::GetMotionMatchingSearchResult(const FMotionMatchingAnimNodeReference& MotionMatchingNode, FPoseSearchBlueprintResult& Result, bool& bIsResultValid)
{
using namespace UE::PoseSearch;
if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr<FAnimNode_MotionMatching>())
{
const FMotionMatchingState& MotionMatchingState = MotionMatchingNodePtr->GetMotionMatchingState();
Result = MotionMatchingState.SearchResult;
bIsResultValid = MotionMatchingState.SearchResult.SelectedAnim != nullptr;
}
else
{
Result = FPoseSearchBlueprintResult();
bIsResultValid = false;
UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::GetMotionMatchingSearchResult called on an invalid context or with an invalid type"));
}
}
void UMotionMatchingAnimNodeLibrary::GetMotionMatchingBlendSettings(const FMotionMatchingAnimNodeReference& MotionMatchingNode, FMotionMatchingBlueprintBlendSettings& BlendSettings, bool& bIsResultValid)
{
if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr<FAnimNode_MotionMatching>())
{
BlendSettings.BlendOption = MotionMatchingNodePtr->BlendOption;
BlendSettings.BlendProfile = MotionMatchingNodePtr->BlendProfile;
BlendSettings.BlendTime = MotionMatchingNodePtr->BlendTime;
BlendSettings.bUseInertialBlend = MotionMatchingNodePtr->bUseInertialBlend;
}
else
{
BlendSettings = FMotionMatchingBlueprintBlendSettings();
UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::GetMotionMatchingBlendSettings called on an invalid context or with an invalid type"));
}
}
void UMotionMatchingAnimNodeLibrary::OverrideMotionMatchingBlendSettings(const FMotionMatchingAnimNodeReference& MotionMatchingNode, const FMotionMatchingBlueprintBlendSettings& BlendSettings, bool& bIsResultValid)
{
if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr<FAnimNode_MotionMatching>())
{
MotionMatchingNodePtr->BlendOption = BlendSettings.BlendOption;
MotionMatchingNodePtr->BlendProfile = BlendSettings.BlendProfile;
MotionMatchingNodePtr->BlendTime = BlendSettings.BlendTime;
MotionMatchingNodePtr->bUseInertialBlend = BlendSettings.bUseInertialBlend;
}
else
{
UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::OverrideMotionMatchingBlendSettings called on an invalid context or with an invalid type"));
}
}
void UMotionMatchingAnimNodeLibrary::SetDatabaseToSearch(const FMotionMatchingAnimNodeReference& MotionMatchingNode, UPoseSearchDatabase* Database, EPoseSearchInterruptMode InterruptMode)
{
if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr<FAnimNode_MotionMatching>())
{
MotionMatchingNodePtr->SetDatabaseToSearch(Database, InterruptMode);
}
else
{
UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::SetDatabaseToSearch called on an invalid context or with an invalid type"));
}
}
void UMotionMatchingAnimNodeLibrary::SetDatabasesToSearch(const FMotionMatchingAnimNodeReference& MotionMatchingNode, const TArray<UPoseSearchDatabase*>& Databases, EPoseSearchInterruptMode InterruptMode)
{
if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr<FAnimNode_MotionMatching>())
{
MotionMatchingNodePtr->SetDatabasesToSearch(Databases, InterruptMode);
}
else
{
UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::SetDatabasesToSearch called on an invalid context or with an invalid type"));
}
}
void UMotionMatchingAnimNodeLibrary::ResetDatabasesToSearch(const FMotionMatchingAnimNodeReference& MotionMatchingNode, EPoseSearchInterruptMode InterruptMode)
{
if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr<FAnimNode_MotionMatching>())
{
MotionMatchingNodePtr->ResetDatabasesToSearch(InterruptMode);
}
else
{
UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::ResetDatabasesToSearch called on an invalid context or with an invalid type"));
}
}
void UMotionMatchingAnimNodeLibrary::SetInterruptMode(const FMotionMatchingAnimNodeReference& MotionMatchingNode, EPoseSearchInterruptMode InterruptMode)
{
if (FAnimNode_MotionMatching* MotionMatchingNodePtr = MotionMatchingNode.GetAnimNodePtr<FAnimNode_MotionMatching>())
{
MotionMatchingNodePtr->SetInterruptMode(InterruptMode);
}
else
{
UE_LOG(LogPoseSearch, Warning, TEXT("UMotionMatchingAnimNodeLibrary::SetInterruptMode called on an invalid context or with an invalid type"));
}
}