本文整理汇总了C++中USkeletalMeshComponent::GetSingleNodeInstance方法的典型用法代码示例。如果您正苦于以下问题:C++ USkeletalMeshComponent::GetSingleNodeInstance方法的具体用法?C++ USkeletalMeshComponent::GetSingleNodeInstance怎么用?C++ USkeletalMeshComponent::GetSingleNodeInstance使用的例子?那么, 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USkeletalMeshComponent
的用法示例。
在下文中一共展示了USkeletalMeshComponent::GetSingleNodeInstance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: RefreshInstance
void FMovieSceneSkeletalAnimationTrackInstance::RefreshInstance( const TArray<TWeakObjectPtr<UObject>>& RuntimeObjects, IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance )
{
UpdateRefreshBones(RuntimeObjects);
// When not in preview playback we need to stop any running animations to prevent the animations from being advanced a frame when
// they are ticked by the engine.
for ( TWeakObjectPtr<UObject> RuntimeObjectPtr : RuntimeObjects )
{
if ( ShouldUsePreviewPlayback( Player, RuntimeObjectPtr.Get() ) == false )
{
USkeletalMeshComponent* SkeletalMeshComponent = GetSkeletalMeshComponentFromRuntimeObjectPtr( RuntimeObjectPtr );
if ( SkeletalMeshComponent != nullptr )
{
UAnimInstance* AnimInstance = SkeletalMeshComponent->GetAnimInstance();
if ( AnimInstance )
{
UAnimSingleNodeInstance * SingleNodeInstance = SkeletalMeshComponent->GetSingleNodeInstance();
if ( SingleNodeInstance )
{
SingleNodeInstance->SetPlaying( false );
}
// TODO: Anim montage?
}
}
}
}
}