本文整理汇总了C++中UInterpGroupInst::InitGroupInst方法的典型用法代码示例。如果您正苦于以下问题:C++ UInterpGroupInst::InitGroupInst方法的具体用法?C++ UInterpGroupInst::InitGroupInst怎么用?C++ UInterpGroupInst::InitGroupInst使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UInterpGroupInst
的用法示例。
在下文中一共展示了UInterpGroupInst::InitGroupInst方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CreateInterpGroup
UInterpGroup* FAssetTypeActions_CameraAnim::CreateInterpGroup(UCameraAnim* InCameraAnim, FCameraPreviewInfo& PreviewInfo)
{
check(InCameraAnim);
CreatePreviewPawn(InCameraAnim, PreviewInfo.PawnClass, PreviewInfo.Location, PreviewInfo.Rotation);
PreviewInfo.PawnInst = PreviewPawn.Get();
if (PreviewInfo.PawnInst)
{
// create InterpGroup so that we can play animation to this pawn
check(PreviewMatineeActor.Get()->MatineeData);
UInterpGroup* NewGroup = ConstructObject<UInterpGroup>(UInterpGroup::StaticClass(), PreviewMatineeActor.Get()->MatineeData, NAME_None, RF_Transient);
NewGroup->GroupName = FName(TEXT("Preview Pawn"));
NewGroup->EnsureUniqueName();
PreviewMatineeActor.Get()->MatineeData->InterpGroups.Add(NewGroup);
// now add group inst
UInterpGroupInst* NewGroupInst = ConstructObject<UInterpGroupInst>(UInterpGroupInst::StaticClass(), PreviewMatineeActor.Get(), NAME_None, RF_Transient);
// Initialise group instance, saving ref to actor it works on.
NewGroupInst->InitGroupInst(NewGroup, PreviewInfo.PawnInst);
const int32 NewGroupInstIndex = PreviewMatineeActor.Get()->GroupInst.Add(NewGroupInst);
//Link group with actor
PreviewMatineeActor.Get()->InitGroupActorForGroup(NewGroup, PreviewInfo.PawnInst);
// Now time to add AnimTrack so that we can play animation
int32 AnimTrackIndex = INDEX_NONE;
// add anim track but do not use addtotrack function that does too many things
// Construct track and track instance objects.
UInterpTrackAnimControl* AnimTrack = ConstructObject<UInterpTrackAnimControl>( UInterpTrackAnimControl::StaticClass(), NewGroup, NAME_None, RF_Transient );
check(AnimTrack);
NewGroup->InterpTracks.Add(AnimTrack);
// use config anim slot
AnimTrack->SlotName = FName(*GConfig->GetStr(TEXT("MatineePreview"), TEXT("DefaultAnimSlotName"), GEditorIni));
UInterpTrackInst* NewTrackInst = ConstructObject<UInterpTrackInst>( AnimTrack->TrackInstClass, NewGroupInst, NAME_None, RF_Transient );
check(NewTrackInst);
NewGroupInst->TrackInst.Add(NewTrackInst);
// Initialize track, giving selected object.
NewTrackInst->InitTrackInst(AnimTrack);
// Save state into new track before doing anything else (because we didn't do it on ed mode change).
NewTrackInst->SaveActorState(AnimTrack);
check(NewGroupInst->TrackInst.Num() > 0);
// add default anim curve weights to be 1
int32 KeyIndex = AnimTrack->CreateNewKey(0.0f);
AnimTrack->SetKeyOut(0, KeyIndex, 1.0f);
if(PreviewInfo.AnimSeq != NULL)
{
KeyIndex = AnimTrack->AddKeyframe(0.0f, NewGroupInst->TrackInst[0], CIM_Linear);
FAnimControlTrackKey& NewSeqKey = AnimTrack->AnimSeqs[KeyIndex];
NewSeqKey.AnimSeq = PreviewInfo.AnimSeq;
}
PreviewPawn = PreviewInfo.PawnInst;
return NewGroup;
}
return NULL;
}