Add native retarget pose anim instance
This commit is contained in:
@@ -25,6 +25,7 @@ public class PHY : ModuleRules
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"GenericGameSystem",
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"GenericEffectsSystem",
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"AuroraDevs_UGC",
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"IKRig",
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"AIModule"
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});
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@@ -7,6 +7,7 @@
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#include "Animation/AnimInstance.h"
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#include "Animation/PHYAnimationSettings.h"
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#include "Class/PHYClassComponent.h"
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#include "Animation/PHYRetargetPoseAnimInstance.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Engine/SkeletalMesh.h"
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#include "GameFramework/Character.h"
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@@ -111,15 +112,7 @@ void UPHYCharacterMeshBridgeComponent::RefreshFollowPoseMode()
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DisplayMeshComponent->SetLeaderPoseComponent(nullptr);
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const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
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if (Settings && !Settings->DefaultDisplayAnimClass.IsNull() && !DisplayMeshComponent->GetAnimClass())
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{
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if (UClass* DefaultDisplayAnimClass = Settings->DefaultDisplayAnimClass.LoadSynchronous())
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{
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DisplayMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
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DisplayMeshComponent->SetAnimInstanceClass(DefaultDisplayAnimClass);
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}
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}
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ConfigureRetargetFollowPose();
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}
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USkeletalMeshComponent* UPHYCharacterMeshBridgeComponent::GetVisualMeshComponentForSocket(const FName SocketName) const
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@@ -180,3 +173,69 @@ bool UPHYCharacterMeshBridgeComponent::CanUseLeaderPose() const
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const USkeletalMesh* DisplayMesh = DisplayMeshComponent ? DisplayMeshComponent->GetSkeletalMeshAsset() : nullptr;
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return SourceMesh && DisplayMesh && SourceMesh->GetSkeleton() && SourceMesh->GetSkeleton() == DisplayMesh->GetSkeleton();
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}
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void UPHYCharacterMeshBridgeComponent::ConfigureRetargetFollowPose()
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{
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if (!SourceMeshComponent || !DisplayMeshComponent)
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{
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return;
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}
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TSubclassOf<UAnimInstance> RetargetAnimClass = ResolveRetargetDisplayAnimClass();
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if (!RetargetAnimClass)
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{
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UE_LOG(LogTemp, Warning, TEXT("PHYCharacterMeshBridgeComponent: DisplayMesh %s has no retarget AnimClass."), *GetNameSafe(DisplayMeshComponent));
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return;
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}
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if (!RetargetAnimClass->IsChildOf(UPHYRetargetPoseAnimInstance::StaticClass()))
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{
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UE_LOG(LogTemp, Warning, TEXT("PHYCharacterMeshBridgeComponent: Display AnimClass %s is not based on UPHYRetargetPoseAnimInstance; falling back to native retarget instance."), *GetNameSafe(RetargetAnimClass.Get()));
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RetargetAnimClass = UPHYRetargetPoseAnimInstance::StaticClass();
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}
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DisplayMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
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if (DisplayMeshComponent->GetAnimClass() != RetargetAnimClass.Get())
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{
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DisplayMeshComponent->SetAnimInstanceClass(RetargetAnimClass);
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}
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if (!CurrentRetargeter.IsValid())
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{
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UE_LOG(LogTemp, Warning, TEXT("PHYCharacterMeshBridgeComponent: DisplayMesh %s needs an IK Retargeter for cross-skeleton follow pose."), *GetNameSafe(DisplayMeshComponent));
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return;
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}
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UPHYRetargetPoseAnimInstance* RetargetAnimInstance = Cast<UPHYRetargetPoseAnimInstance>(DisplayMeshComponent->GetAnimInstance());
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if (!RetargetAnimInstance)
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{
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UE_LOG(LogTemp, Warning, TEXT("PHYCharacterMeshBridgeComponent: DisplayMesh %s did not create a UPHYRetargetPoseAnimInstance."), *GetNameSafe(DisplayMeshComponent));
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return;
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}
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RetargetAnimInstance->ConfigureRetargetPoseFromMesh(SourceMeshComponent, CurrentRetargeter);
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}
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TSubclassOf<UAnimInstance> UPHYCharacterMeshBridgeComponent::ResolveRetargetDisplayAnimClass() const
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{
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if (!DisplayMeshComponent)
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{
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return nullptr;
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}
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if (UClass* CurrentAnimClass = DisplayMeshComponent->GetAnimClass())
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{
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return CurrentAnimClass;
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}
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const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
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if (Settings && !Settings->DefaultDisplayAnimClass.IsNull())
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{
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if (UClass* DefaultDisplayAnimClass = Settings->DefaultDisplayAnimClass.LoadSynchronous())
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{
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return DefaultDisplayAnimClass;
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}
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}
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return UPHYRetargetPoseAnimInstance::StaticClass();
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}
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130
Source/PHY/Private/Animation/PHYRetargetPoseAnimInstance.cpp
Normal file
130
Source/PHY/Private/Animation/PHYRetargetPoseAnimInstance.cpp
Normal file
@@ -0,0 +1,130 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Animation/PHYRetargetPoseAnimInstance.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYRetargetPoseAnimInstance)
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#include "Components/SkeletalMeshComponent.h"
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#include "Retargeter/IKRetargeter.h"
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FPHYRetargetPoseAnimInstanceProxy::FPHYRetargetPoseAnimInstanceProxy(UAnimInstance* InAnimInstance, FAnimNode_RetargetPoseFromMesh* InRetargetNode)
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: FAnimInstanceProxy(InAnimInstance)
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, RetargetNode(InRetargetNode)
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{
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}
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void FPHYRetargetPoseAnimInstanceProxy::Initialize(UAnimInstance* InAnimInstance)
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{
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FAnimInstanceProxy::Initialize(InAnimInstance);
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if (RetargetNode)
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{
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FAnimationInitializeContext InitContext(this);
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RetargetNode->Initialize_AnyThread(InitContext);
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}
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}
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void FPHYRetargetPoseAnimInstanceProxy::PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds)
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{
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FAnimInstanceProxy::PreUpdate(InAnimInstance, DeltaSeconds);
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if (RetargetNode && RetargetNode->HasPreUpdate())
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{
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RetargetNode->PreUpdate(InAnimInstance);
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}
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}
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void FPHYRetargetPoseAnimInstanceProxy::CacheBones()
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{
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if (bBoneCachesInvalidated && RetargetNode)
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{
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FAnimationCacheBonesContext Context(this);
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RetargetNode->CacheBones_AnyThread(Context);
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bBoneCachesInvalidated = false;
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}
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}
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bool FPHYRetargetPoseAnimInstanceProxy::Evaluate(FPoseContext& Output)
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{
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if (!RetargetNode)
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{
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Output.ResetToRefPose();
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return true;
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}
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RetargetNode->Evaluate_AnyThread(Output);
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return true;
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}
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void FPHYRetargetPoseAnimInstanceProxy::UpdateAnimationNode(const FAnimationUpdateContext& InContext)
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{
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UpdateCounter.Increment();
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if (RetargetNode)
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{
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RetargetNode->Update_AnyThread(InContext);
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}
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}
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void FPHYRetargetPoseAnimInstanceProxy::ConfigureRetargetPose(UIKRetargeter* InRetargeter, USkeletalMeshComponent* InSourceMeshComponent)
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{
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if (!RetargetNode)
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{
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return;
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}
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RetargetNode->IKRetargeterAsset = InRetargeter;
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RetargetNode->RetargetFrom = ERetargetSourceMode::CustomSkeletalMeshComponent;
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RetargetNode->SourceMeshComponent = InSourceMeshComponent;
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RetargetNode->bSuppressWarnings = false;
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if (FIKRetargetProcessor* Processor = RetargetNode->GetRetargetProcessor())
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{
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Processor->SetNeedsInitialized();
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}
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}
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bool UPHYRetargetPoseAnimInstance::ConfigureRetargetPoseFromMesh(USkeletalMeshComponent* InSourceMeshComponent, FSoftObjectPath InRetargeterPath)
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{
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RetargetSourceMeshComponent = InSourceMeshComponent;
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RetargeterPath = InRetargeterPath;
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LoadedRetargeter = nullptr;
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if (!RetargetSourceMeshComponent)
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{
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UE_LOG(LogTemp, Warning, TEXT("PHYRetargetPoseAnimInstance: SourceMeshComponent is missing."));
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return false;
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}
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if (!RetargeterPath.IsValid())
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{
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UE_LOG(LogTemp, Warning, TEXT("PHYRetargetPoseAnimInstance: IK Retargeter path is missing for %s."), *GetNameSafe(GetOwningComponent()));
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return false;
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}
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UObject* LoadedObject = RetargeterPath.TryLoad();
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LoadedRetargeter = Cast<UIKRetargeter>(LoadedObject);
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if (!LoadedRetargeter)
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{
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UE_LOG(LogTemp, Warning, TEXT("PHYRetargetPoseAnimInstance: %s is not a valid UIKRetargeter asset."), *RetargeterPath.ToString());
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return false;
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}
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FPHYRetargetPoseAnimInstanceProxy& Proxy = GetProxyOnGameThread<FPHYRetargetPoseAnimInstanceProxy>();
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Proxy.ConfigureRetargetPose(LoadedRetargeter, RetargetSourceMeshComponent);
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return true;
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}
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void UPHYRetargetPoseAnimInstance::NativeInitializeAnimation()
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{
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Super::NativeInitializeAnimation();
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FPHYRetargetPoseAnimInstanceProxy& Proxy = GetProxyOnGameThread<FPHYRetargetPoseAnimInstanceProxy>();
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Proxy.Initialize(this);
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Proxy.ConfigureRetargetPose(LoadedRetargeter, RetargetSourceMeshComponent);
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}
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FAnimInstanceProxy* UPHYRetargetPoseAnimInstance::CreateAnimInstanceProxy()
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{
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return new FPHYRetargetPoseAnimInstanceProxy(this, &RetargetNode);
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}
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@@ -10,6 +10,7 @@
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class ACharacter;
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class UAnimInstance;
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class UPHYClassComponent;
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class UPHYRetargetPoseAnimInstance;
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class USkeletalMesh;
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class USkeletalMeshComponent;
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@@ -37,7 +38,7 @@ public:
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/** @brief 将新的显示 Mesh 应用到显示层,并按骨架关系刷新 Follow Pose 模式。
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* @param NewDisplayMesh 新显示层 Skeletal Mesh。
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* @param NewDisplayAnimClass 可选显示层 AnimClass,异骨架 Retarget 路径使用。
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* @param NewRetargeter 可选 Retargeter 软路径,首期只缓存不强制加载。
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* @param NewRetargeter 可选 Retargeter 软路径,异骨架 Retarget Pose 路径会加载并传递给显示层 AnimInstance。
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* @return 应用成功返回 true。
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*/
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UFUNCTION(BlueprintCallable, Category="PHY|Animation")
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@@ -77,6 +78,12 @@ protected:
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/** @brief 判断显示层是否可使用 Leader Pose 跟随源运动 Mesh。 */
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bool CanUseLeaderPose() const;
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/** @brief 为异骨架显示层配置 Retarget Pose From Mesh 动画实例。 */
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void ConfigureRetargetFollowPose();
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/** @brief 获取异骨架显示层应使用的 AnimClass,缺省时回退到原生 Retarget AnimInstance。 */
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TSubclassOf<UAnimInstance> ResolveRetargetDisplayAnimClass() const;
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/** @brief 源运动 Mesh 组件,固定来自 ACharacter::GetMesh()。 */
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UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="PHY|Animation")
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TObjectPtr<USkeletalMeshComponent> SourceMeshComponent;
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@@ -85,7 +92,7 @@ protected:
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UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="PHY|Animation")
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TObjectPtr<USkeletalMeshComponent> DisplayMeshComponent;
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/** @brief 当前显示层 Retargeter 软路径,首期只作为后续 AnimBP/Retarget 配置入口。 */
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/** @brief 当前显示层 Retargeter 软路径,异骨架 Retarget Pose From Mesh 路径使用。 */
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UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="PHY|Animation")
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FSoftObjectPath CurrentRetargeter;
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};
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88
Source/PHY/Public/Animation/PHYRetargetPoseAnimInstance.h
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88
Source/PHY/Public/Animation/PHYRetargetPoseAnimInstance.h
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@@ -0,0 +1,88 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Animation/AnimInstance.h"
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#include "Animation/AnimInstanceProxy.h"
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#include "AnimNodes/AnimNode_RetargetPoseFromMesh.h"
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#include "UObject/SoftObjectPath.h"
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#include "PHYRetargetPoseAnimInstance.generated.h"
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class UIKRetargeter;
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class USkeletalMeshComponent;
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/**
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* @brief 显示层 Retarget Pose From Mesh 动画实例代理。
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*
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* 代理直接驱动 UE IKRig 的 FAnimNode_RetargetPoseFromMesh,用于把 SourceMesh 的运动姿态重定向到显示层 Mesh。
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*/
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USTRUCT()
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struct PHY_API FPHYRetargetPoseAnimInstanceProxy : public FAnimInstanceProxy
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{
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GENERATED_BODY()
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FPHYRetargetPoseAnimInstanceProxy() = default;
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FPHYRetargetPoseAnimInstanceProxy(UAnimInstance* InAnimInstance, FAnimNode_RetargetPoseFromMesh* InRetargetNode);
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virtual void Initialize(UAnimInstance* InAnimInstance) override;
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virtual void PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds) override;
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virtual void CacheBones() override;
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virtual bool Evaluate(FPoseContext& Output) override;
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virtual void UpdateAnimationNode(const FAnimationUpdateContext& InContext) override;
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/** @brief 配置 Retarget 节点使用的源 Mesh 与 IK Retargeter。 */
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void ConfigureRetargetPose(UIKRetargeter* InRetargeter, USkeletalMeshComponent* InSourceMeshComponent);
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private:
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FAnimNode_RetargetPoseFromMesh* RetargetNode = nullptr;
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};
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/**
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* @brief PHY 显示层原生 Retarget Pose 动画实例。
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*
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* MeshBridge 在异骨架显示层路径中使用该类,把 ACharacter::GetMesh() 的运动姿态通过 IK Retargeter 输出到 DisplayMesh。
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*/
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UCLASS(Transient, BlueprintType)
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class PHY_API UPHYRetargetPoseAnimInstance : public UAnimInstance
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{
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GENERATED_BODY()
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public:
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/**
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* @brief 设置 Retarget Pose From Mesh 的运行时输入。
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* @param InSourceMeshComponent 提供运动姿态的源 Mesh 组件。
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* @param InRetargeterPath IK Retargeter 资产软路径。
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* @return SourceMesh 与 Retargeter 均有效时返回 true。
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*/
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UFUNCTION(BlueprintCallable, Category="PHY|Animation")
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bool ConfigureRetargetPoseFromMesh(USkeletalMeshComponent* InSourceMeshComponent, FSoftObjectPath InRetargeterPath);
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/** @brief 获取当前源 Mesh 组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
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USkeletalMeshComponent* GetRetargetSourceMeshComponent() const { return RetargetSourceMeshComponent; }
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/** @brief 获取当前 IK Retargeter 资产路径。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
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FSoftObjectPath GetRetargeterPath() const { return RetargeterPath; }
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protected:
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virtual void NativeInitializeAnimation() override;
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virtual FAnimInstanceProxy* CreateAnimInstanceProxy() override;
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private:
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/** @brief Retarget Pose From Mesh 运行时节点。 */
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UPROPERTY()
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FAnimNode_RetargetPoseFromMesh RetargetNode;
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/** @brief 当前用于重定向的源 Mesh 组件。 */
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UPROPERTY(Transient)
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TObjectPtr<USkeletalMeshComponent> RetargetSourceMeshComponent;
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/** @brief 当前使用的 IK Retargeter 资产。 */
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UPROPERTY(Transient)
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TObjectPtr<UIKRetargeter> LoadedRetargeter;
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/** @brief 当前 IK Retargeter 资产软路径。 */
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UPROPERTY(Transient)
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FSoftObjectPath RetargeterPath;
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};
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