16 virtual void OnApply_Implementation(UAnimSequence* AnimationSequence)
override;
17 virtual void OnRevert_Implementation(UAnimSequence* AnimationSequence)
override;
19 void SaveCurve(UPackage* Package, UCurveVector* Curve,
const FString& PackagePath);
22 UPROPERTY(EditAnywhere, Category =
"Settings")
26 UPROPERTY(EditAnywhere, Category = "Settings", meta = (ToolTip="Semi,
Burst or Auto"))
30 UPROPERTY(EditAnywhere, Category = "Settings")
33 UPROPERTY(EditAnywhere, Category = "Settings")
34 float SampleRate = 30.f;
36 UPROPERTY(EditAnywhere, Category = "Settings", meta = (ToolTip="Should the curves be mapped [-1;1]"))
37 bool bNormalize = true;
39 UPROPERTY(EditAnywhere, Category = "Settings", meta = (ToolTip="Should the curves be added to the clip"))
40 bool bAddToAnimation = false;
42 UPROPERTY(EditAnywhere, Category = "Settings", meta = (EditCondition="bAddToAnimation"))
43 UAnimSequence* RefAnimation =
nullptr;
45 UPROPERTY(EditAnywhere, Category = "Settings", meta = (EditCondition="bAddToAnimation"))
50 FTransform ExtractPose(UAnimSequence* Animation, const FBoneContainer& BoneContainer,
51 FCompactPoseBoneIndex CompactPoseBoneIndex,
double Time);
53 float NormalizeValue(
float Value,
float MaxValue) const;
55 void ExtractCurveAssets(UAnimSequence* AnimationSequence);
56 void ExtractAnimCurves(UAnimSequence* AnimationSequence);
58 void AddCurveKey(TArray<FRichCurveKey>& Keys,
float Time,
float Value);
59 void AddCurve(UAnimSequence* Animation, FName Name, const TArray<FRichCurveKey>& Keys);
60 void RemoveCurve(UAnimSequence* Animation, FName Name);
61 FName GetCurveName(FString Type, FString Axis) const;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13