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2 Commits

Author SHA1 Message Date
f6fda856bf Add native retarget pose anim instance 2026-04-26 11:59:04 +08:00
f8169a63e9 Add character mesh bridge 2026-04-26 10:35:30 +08:00
12 changed files with 668 additions and 5 deletions

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@@ -0,0 +1,9 @@
[/Script/PHY.PHYAnimationSettings]
DefaultSourceLocomotionMesh=None
DefaultSourceAnimClass=None
DefaultDisplayAnimClass=None
DefaultIKRetargeter=
bHideSourceMeshInGame=False
bPreferLeaderPoseForSameSkeleton=True
bAllowRuntimeVisualMeshSwitch=True
bApplyPlayerClassMeshToAI=False

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@@ -26,6 +26,10 @@
"Name": "ModularGameplay", "Name": "ModularGameplay",
"Enabled": true "Enabled": true
}, },
{
"Name": "IKRig",
"Enabled": true
},
{ {
"Name": "GenericCombatSystem", "Name": "GenericCombatSystem",
"Enabled": true, "Enabled": true,

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@@ -25,6 +25,7 @@ public class PHY : ModuleRules
"GenericGameSystem", "GenericGameSystem",
"GenericEffectsSystem", "GenericEffectsSystem",
"AuroraDevs_UGC", "AuroraDevs_UGC",
"IKRig",
"AIModule" "AIModule"
}); });

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@@ -0,0 +1,7 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Animation/PHYAnimationSettings.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYAnimationSettings)
// 动画配置仅承载默认值,实际应用由 Mesh Bridge 在角色初始化时读取。

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@@ -0,0 +1,241 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Animation/PHYCharacterMeshBridgeComponent.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYCharacterMeshBridgeComponent)
#include "Animation/AnimInstance.h"
#include "Animation/PHYAnimationSettings.h"
#include "Class/PHYClassComponent.h"
#include "Animation/PHYRetargetPoseAnimInstance.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/SkeletalMesh.h"
#include "GameFramework/Character.h"
UPHYCharacterMeshBridgeComponent::UPHYCharacterMeshBridgeComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
PrimaryComponentTick.bCanEverTick = false;
}
void UPHYCharacterMeshBridgeComponent::InitializeMeshBridge(ACharacter* Character, USkeletalMeshComponent* InDisplayMeshComponent)
{
SourceMeshComponent = Character ? Character->GetMesh() : nullptr;
DisplayMeshComponent = InDisplayMeshComponent;
if (!SourceMeshComponent || !DisplayMeshComponent)
{
return;
}
DisplayMeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
DisplayMeshComponent->SetGenerateOverlapEvents(false);
DisplayMeshComponent->bReceivesDecals = SourceMeshComponent->bReceivesDecals;
DisplayMeshComponent->VisibilityBasedAnimTickOption = SourceMeshComponent->VisibilityBasedAnimTickOption;
ApplySourceDefaults();
const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
CurrentRetargeter = Settings ? Settings->DefaultIKRetargeter : FSoftObjectPath();
if (Settings)
{
SourceMeshComponent->SetHiddenInGame(Settings->bHideSourceMeshInGame);
}
RefreshFollowPoseMode();
}
bool UPHYCharacterMeshBridgeComponent::ApplyDisplayMesh(USkeletalMesh* NewDisplayMesh, TSubclassOf<UAnimInstance> NewDisplayAnimClass, FSoftObjectPath NewRetargeter)
{
if (!DisplayMeshComponent || !NewDisplayMesh)
{
return false;
}
const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
if (DisplayMeshComponent->GetSkeletalMeshAsset() && Settings && !Settings->bAllowRuntimeVisualMeshSwitch)
{
return false;
}
DisplayMeshComponent->SetSkeletalMesh(NewDisplayMesh);
if (NewDisplayAnimClass)
{
DisplayMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
DisplayMeshComponent->SetAnimInstanceClass(NewDisplayAnimClass);
}
else if (Settings && !Settings->DefaultDisplayAnimClass.IsNull())
{
if (UClass* DefaultDisplayAnimClass = Settings->DefaultDisplayAnimClass.LoadSynchronous())
{
DisplayMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
DisplayMeshComponent->SetAnimInstanceClass(DefaultDisplayAnimClass);
}
}
CurrentRetargeter = NewRetargeter.IsValid() ? NewRetargeter : (Settings ? Settings->DefaultIKRetargeter : FSoftObjectPath());
RefreshFollowPoseMode();
return true;
}
bool UPHYCharacterMeshBridgeComponent::ApplyPlayerClassVisualFromClassComponent(const UPHYClassComponent* ClassComponent)
{
if (!ClassComponent)
{
return false;
}
if (!ClassComponent->IsPlayerClassMeshAllowed())
{
return false;
}
USkeletalMesh* PlayerMesh = ClassComponent->GetConfiguredPlayerMesh();
return PlayerMesh ? ApplyDisplayMesh(PlayerMesh) : false;
}
void UPHYCharacterMeshBridgeComponent::RefreshFollowPoseMode()
{
if (!SourceMeshComponent || !DisplayMeshComponent)
{
return;
}
if (CanUseLeaderPose())
{
DisplayMeshComponent->SetLeaderPoseComponent(SourceMeshComponent);
DisplayMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
return;
}
DisplayMeshComponent->SetLeaderPoseComponent(nullptr);
ConfigureRetargetFollowPose();
}
USkeletalMeshComponent* UPHYCharacterMeshBridgeComponent::GetVisualMeshComponentForSocket(const FName SocketName) const
{
if (!SocketName.IsNone() && DisplayMeshComponent && DisplayMeshComponent->DoesSocketExist(SocketName))
{
return DisplayMeshComponent;
}
if (!SocketName.IsNone() && SourceMeshComponent && SourceMeshComponent->DoesSocketExist(SocketName))
{
return SourceMeshComponent;
}
return DisplayMeshComponent ? DisplayMeshComponent : SourceMeshComponent;
}
void UPHYCharacterMeshBridgeComponent::ApplySourceDefaults()
{
if (!SourceMeshComponent)
{
return;
}
const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
if (!Settings)
{
return;
}
if (!SourceMeshComponent->GetSkeletalMeshAsset() && !Settings->DefaultSourceLocomotionMesh.IsNull())
{
if (USkeletalMesh* DefaultSourceMesh = Settings->DefaultSourceLocomotionMesh.LoadSynchronous())
{
SourceMeshComponent->SetSkeletalMesh(DefaultSourceMesh);
}
}
if (!Settings->DefaultSourceAnimClass.IsNull())
{
if (UClass* DefaultSourceAnimClass = Settings->DefaultSourceAnimClass.LoadSynchronous())
{
SourceMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
SourceMeshComponent->SetAnimInstanceClass(DefaultSourceAnimClass);
}
}
}
bool UPHYCharacterMeshBridgeComponent::CanUseLeaderPose() const
{
const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
if (Settings && !Settings->bPreferLeaderPoseForSameSkeleton)
{
return false;
}
const USkeletalMesh* SourceMesh = SourceMeshComponent ? SourceMeshComponent->GetSkeletalMeshAsset() : nullptr;
const USkeletalMesh* DisplayMesh = DisplayMeshComponent ? DisplayMeshComponent->GetSkeletalMeshAsset() : nullptr;
return SourceMesh && DisplayMesh && SourceMesh->GetSkeleton() && SourceMesh->GetSkeleton() == DisplayMesh->GetSkeleton();
}
void UPHYCharacterMeshBridgeComponent::ConfigureRetargetFollowPose()
{
if (!SourceMeshComponent || !DisplayMeshComponent)
{
return;
}
TSubclassOf<UAnimInstance> RetargetAnimClass = ResolveRetargetDisplayAnimClass();
if (!RetargetAnimClass)
{
UE_LOG(LogTemp, Warning, TEXT("PHYCharacterMeshBridgeComponent: DisplayMesh %s has no retarget AnimClass."), *GetNameSafe(DisplayMeshComponent));
return;
}
if (!RetargetAnimClass->IsChildOf(UPHYRetargetPoseAnimInstance::StaticClass()))
{
UE_LOG(LogTemp, Warning, TEXT("PHYCharacterMeshBridgeComponent: Display AnimClass %s is not based on UPHYRetargetPoseAnimInstance; falling back to native retarget instance."), *GetNameSafe(RetargetAnimClass.Get()));
RetargetAnimClass = UPHYRetargetPoseAnimInstance::StaticClass();
}
DisplayMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
if (DisplayMeshComponent->GetAnimClass() != RetargetAnimClass.Get())
{
DisplayMeshComponent->SetAnimInstanceClass(RetargetAnimClass);
}
if (!CurrentRetargeter.IsValid())
{
UE_LOG(LogTemp, Warning, TEXT("PHYCharacterMeshBridgeComponent: DisplayMesh %s needs an IK Retargeter for cross-skeleton follow pose."), *GetNameSafe(DisplayMeshComponent));
return;
}
UPHYRetargetPoseAnimInstance* RetargetAnimInstance = Cast<UPHYRetargetPoseAnimInstance>(DisplayMeshComponent->GetAnimInstance());
if (!RetargetAnimInstance)
{
UE_LOG(LogTemp, Warning, TEXT("PHYCharacterMeshBridgeComponent: DisplayMesh %s did not create a UPHYRetargetPoseAnimInstance."), *GetNameSafe(DisplayMeshComponent));
return;
}
RetargetAnimInstance->ConfigureRetargetPoseFromMesh(SourceMeshComponent, CurrentRetargeter);
}
TSubclassOf<UAnimInstance> UPHYCharacterMeshBridgeComponent::ResolveRetargetDisplayAnimClass() const
{
if (!DisplayMeshComponent)
{
return nullptr;
}
if (UClass* CurrentAnimClass = DisplayMeshComponent->GetAnimClass())
{
return CurrentAnimClass;
}
const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
if (Settings && !Settings->DefaultDisplayAnimClass.IsNull())
{
if (UClass* DefaultDisplayAnimClass = Settings->DefaultDisplayAnimClass.LoadSynchronous())
{
return DefaultDisplayAnimClass;
}
}
return UPHYRetargetPoseAnimInstance::StaticClass();
}

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@@ -0,0 +1,130 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Animation/PHYRetargetPoseAnimInstance.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYRetargetPoseAnimInstance)
#include "Components/SkeletalMeshComponent.h"
#include "Retargeter/IKRetargeter.h"
FPHYRetargetPoseAnimInstanceProxy::FPHYRetargetPoseAnimInstanceProxy(UAnimInstance* InAnimInstance, FAnimNode_RetargetPoseFromMesh* InRetargetNode)
: FAnimInstanceProxy(InAnimInstance)
, RetargetNode(InRetargetNode)
{
}
void FPHYRetargetPoseAnimInstanceProxy::Initialize(UAnimInstance* InAnimInstance)
{
FAnimInstanceProxy::Initialize(InAnimInstance);
if (RetargetNode)
{
FAnimationInitializeContext InitContext(this);
RetargetNode->Initialize_AnyThread(InitContext);
}
}
void FPHYRetargetPoseAnimInstanceProxy::PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds)
{
FAnimInstanceProxy::PreUpdate(InAnimInstance, DeltaSeconds);
if (RetargetNode && RetargetNode->HasPreUpdate())
{
RetargetNode->PreUpdate(InAnimInstance);
}
}
void FPHYRetargetPoseAnimInstanceProxy::CacheBones()
{
if (bBoneCachesInvalidated && RetargetNode)
{
FAnimationCacheBonesContext Context(this);
RetargetNode->CacheBones_AnyThread(Context);
bBoneCachesInvalidated = false;
}
}
bool FPHYRetargetPoseAnimInstanceProxy::Evaluate(FPoseContext& Output)
{
if (!RetargetNode)
{
Output.ResetToRefPose();
return true;
}
RetargetNode->Evaluate_AnyThread(Output);
return true;
}
void FPHYRetargetPoseAnimInstanceProxy::UpdateAnimationNode(const FAnimationUpdateContext& InContext)
{
UpdateCounter.Increment();
if (RetargetNode)
{
RetargetNode->Update_AnyThread(InContext);
}
}
void FPHYRetargetPoseAnimInstanceProxy::ConfigureRetargetPose(UIKRetargeter* InRetargeter, USkeletalMeshComponent* InSourceMeshComponent)
{
if (!RetargetNode)
{
return;
}
RetargetNode->IKRetargeterAsset = InRetargeter;
RetargetNode->RetargetFrom = ERetargetSourceMode::CustomSkeletalMeshComponent;
RetargetNode->SourceMeshComponent = InSourceMeshComponent;
RetargetNode->bSuppressWarnings = false;
if (FIKRetargetProcessor* Processor = RetargetNode->GetRetargetProcessor())
{
Processor->SetNeedsInitialized();
}
}
bool UPHYRetargetPoseAnimInstance::ConfigureRetargetPoseFromMesh(USkeletalMeshComponent* InSourceMeshComponent, FSoftObjectPath InRetargeterPath)
{
RetargetSourceMeshComponent = InSourceMeshComponent;
RetargeterPath = InRetargeterPath;
LoadedRetargeter = nullptr;
if (!RetargetSourceMeshComponent)
{
UE_LOG(LogTemp, Warning, TEXT("PHYRetargetPoseAnimInstance: SourceMeshComponent is missing."));
return false;
}
if (!RetargeterPath.IsValid())
{
UE_LOG(LogTemp, Warning, TEXT("PHYRetargetPoseAnimInstance: IK Retargeter path is missing for %s."), *GetNameSafe(GetOwningComponent()));
return false;
}
UObject* LoadedObject = RetargeterPath.TryLoad();
LoadedRetargeter = Cast<UIKRetargeter>(LoadedObject);
if (!LoadedRetargeter)
{
UE_LOG(LogTemp, Warning, TEXT("PHYRetargetPoseAnimInstance: %s is not a valid UIKRetargeter asset."), *RetargeterPath.ToString());
return false;
}
FPHYRetargetPoseAnimInstanceProxy& Proxy = GetProxyOnGameThread<FPHYRetargetPoseAnimInstanceProxy>();
Proxy.ConfigureRetargetPose(LoadedRetargeter, RetargetSourceMeshComponent);
return true;
}
void UPHYRetargetPoseAnimInstance::NativeInitializeAnimation()
{
Super::NativeInitializeAnimation();
FPHYRetargetPoseAnimInstanceProxy& Proxy = GetProxyOnGameThread<FPHYRetargetPoseAnimInstanceProxy>();
Proxy.Initialize(this);
Proxy.ConfigureRetargetPose(LoadedRetargeter, RetargetSourceMeshComponent);
}
FAnimInstanceProxy* UPHYRetargetPoseAnimInstance::CreateAnimInstanceProxy()
{
return new FPHYRetargetPoseAnimInstanceProxy(this, &RetargetNode);
}

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@@ -5,6 +5,7 @@
#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYCharacterBase) #include UE_INLINE_GENERATED_CPP_BY_NAME(PHYCharacterBase)
#include "AbilitySystemComponent.h" #include "AbilitySystemComponent.h"
#include "Animation/PHYCharacterMeshBridgeComponent.h"
#include "Camera/CameraComponent.h" #include "Camera/CameraComponent.h"
#include "Characters/PHYCharacterSettings.h" #include "Characters/PHYCharacterSettings.h"
#include "Characters/PHYCharacterStateComponent.h" #include "Characters/PHYCharacterStateComponent.h"
@@ -34,6 +35,11 @@ APHYCharacterBase::APHYCharacterBase(const FObjectInitializer& ObjectInitializer
InteractionSystemComponent = CreateDefaultSubobject<UGGS_InteractionSystemComponent>(TEXT("InteractionSystemComponent")); InteractionSystemComponent = CreateDefaultSubobject<UGGS_InteractionSystemComponent>(TEXT("InteractionSystemComponent"));
RagdollComponent = CreateDefaultSubobject<UGGS_RagdollComponent>(TEXT("RagdollComponent")); RagdollComponent = CreateDefaultSubobject<UGGS_RagdollComponent>(TEXT("RagdollComponent"));
ContextEffectComponent = CreateDefaultSubobject<UGES_ContextEffectComponent>(TEXT("ContextEffectComponent")); ContextEffectComponent = CreateDefaultSubobject<UGES_ContextEffectComponent>(TEXT("ContextEffectComponent"));
MeshBridgeComponent = CreateDefaultSubobject<UPHYCharacterMeshBridgeComponent>(TEXT("MeshBridgeComponent"));
DisplayMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("DisplayMeshComponent"));
DisplayMeshComponent->SetupAttachment(GetMesh());
DisplayMeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
DisplayMeshComponent->SetGenerateOverlapEvents(false);
} }
void APHYCharacterBase::PreInitializeComponents() void APHYCharacterBase::PreInitializeComponents()
@@ -49,6 +55,11 @@ void APHYCharacterBase::BeginPlay()
ApplyCharacterSettings(); ApplyCharacterSettings();
if (MeshBridgeComponent)
{
MeshBridgeComponent->InitializeMeshBridge(this, DisplayMeshComponent);
}
if (RagdollComponent) if (RagdollComponent)
{ {
RagdollComponent->SetMeshComponent(GetMesh()); RagdollComponent->SetMeshComponent(GetMesh());

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@@ -9,11 +9,11 @@
#include "AbilitySystem/Attributes/PHYCombatAttributeSet.h" #include "AbilitySystem/Attributes/PHYCombatAttributeSet.h"
#include "AbilitySystem/Attributes/PHYCoreAttributeSet.h" #include "AbilitySystem/Attributes/PHYCoreAttributeSet.h"
#include "AbilitySystem/Attributes/PHYElementAttributeSet.h" #include "AbilitySystem/Attributes/PHYElementAttributeSet.h"
#include "Animation/PHYCharacterMeshBridgeComponent.h"
#include "Characters/PHYAICharacter.h" #include "Characters/PHYAICharacter.h"
#include "Characters/PHYCharacterBase.h"
#include "Characters/PHYPlayerCharacter.h" #include "Characters/PHYPlayerCharacter.h"
#include "Class/PHYClassSettings.h" #include "Class/PHYClassSettings.h"
#include "Components/SkeletalMeshComponent.h"
#include "GameFramework/Character.h"
#include "Net/UnrealNetwork.h" #include "Net/UnrealNetwork.h"
#include "PHYGameplayTags.h" #include "PHYGameplayTags.h"
#include "Player/PHYPlayerState.h" #include "Player/PHYPlayerState.h"
@@ -100,7 +100,7 @@ bool UPHYClassComponent::ApplyConfiguredPlayerMeshIfAllowed(AActor* AvatarActor)
} }
AActor* MeshOwner = AvatarActor ? AvatarActor : GetOwner(); AActor* MeshOwner = AvatarActor ? AvatarActor : GetOwner();
ACharacter* Character = Cast<ACharacter>(MeshOwner); APHYCharacterBase* Character = Cast<APHYCharacterBase>(MeshOwner);
if (!Character) if (!Character)
{ {
return false; return false;
@@ -112,8 +112,8 @@ bool UPHYClassComponent::ApplyConfiguredPlayerMeshIfAllowed(AActor* AvatarActor)
return false; return false;
} }
Character->GetMesh()->SetSkeletalMesh(PlayerMesh); UPHYCharacterMeshBridgeComponent* MeshBridge = Character->GetMeshBridgeComponent();
return true; return MeshBridge ? MeshBridge->ApplyDisplayMesh(PlayerMesh) : false;
} }
bool UPHYClassComponent::ApplyClassAttributesToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent) const bool UPHYClassComponent::ApplyClassAttributesToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent) const

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@@ -0,0 +1,56 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "UObject/SoftObjectPath.h"
#include "UObject/SoftObjectPtr.h"
#include "PHYAnimationSettings.generated.h"
class UAnimInstance;
class USkeletalMesh;
/**
* @brief PHY 动画桥接配置。
*
* 首期只保存运动源、显示层 AnimClass 与 Retargeter 软引用,不直接依赖 IKRig 模块或创建动画资产。
*/
UCLASS(Config=PHYAnimation, DefaultConfig)
class PHY_API UPHYAnimationSettings : public UObject
{
GENERATED_BODY()
public:
/** @brief 默认源运动 Mesh挂载到 ACharacter::GetMesh() 上承载统一运动动画。 */
UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
TSoftObjectPtr<USkeletalMesh> DefaultSourceLocomotionMesh;
/** @brief 默认源运动 AnimClass用于 ACharacter::GetMesh() 的统一 Locomotion 动画。 */
UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
TSoftClassPtr<UAnimInstance> DefaultSourceAnimClass;
/** @brief 默认显示层 AnimClass异骨架或未来 Retarget Pose From Mesh 路径使用。 */
UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
TSoftClassPtr<UAnimInstance> DefaultDisplayAnimClass;
/** @brief 默认 IK Retargeter 资产路径,首期使用软路径避免新增 IKRig 模块依赖。 */
UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
FSoftObjectPath DefaultIKRetargeter;
/** @brief 是否在游戏中隐藏源运动 Mesh。 */
UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
bool bHideSourceMeshInGame = false;
/** @brief 同骨架时是否优先使用 LeaderPoseComponent 跟随源运动 Mesh。 */
UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
bool bPreferLeaderPoseForSameSkeleton = true;
/** @brief 是否允许运行时切换显示层 Mesh。 */
UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
bool bAllowRuntimeVisualMeshSwitch = true;
/** @brief 是否允许 AI 套用玩家职业 Mesh默认关闭以保持 AI 外观独立。 */
UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
bool bApplyPlayerClassMeshToAI = false;
};

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@@ -0,0 +1,98 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "UObject/SoftObjectPath.h"
#include "PHYCharacterMeshBridgeComponent.generated.h"
class ACharacter;
class UAnimInstance;
class UPHYClassComponent;
class UPHYRetargetPoseAnimInstance;
class USkeletalMesh;
class USkeletalMeshComponent;
/**
* @brief 角色运动源 Mesh 与显示层 Mesh 的桥接组件。
*
* ACharacter::GetMesh() 固定作为 SourceMeshComponent承载统一运动动画DisplayMeshComponent 承载职业和外观 Mesh。
*/
UCLASS(BlueprintType, Blueprintable, meta=(BlueprintSpawnableComponent))
class PHY_API UPHYCharacterMeshBridgeComponent : public UActorComponent
{
GENERATED_BODY()
public:
/** @brief 构造 Mesh Bridge 默认状态。 */
UPHYCharacterMeshBridgeComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
/** @brief 使用角色和外部创建的显示 Mesh 组件初始化桥接关系。
* @param Character 拥有源运动 Mesh 的角色。
* @param InDisplayMeshComponent 由角色构造阶段创建的显示层 Mesh 组件。
*/
UFUNCTION(BlueprintCallable, Category="PHY|Animation")
void InitializeMeshBridge(ACharacter* Character, USkeletalMeshComponent* InDisplayMeshComponent);
/** @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。
* @param NewDisplayMesh 新显示层 Skeletal Mesh。
* @param NewDisplayAnimClass 可选显示层 AnimClass异骨架 Retarget 路径使用。
* @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。
* @return 应用成功返回 true。
*/
UFUNCTION(BlueprintCallable, Category="PHY|Animation")
bool ApplyDisplayMesh(USkeletalMesh* NewDisplayMesh, TSubclassOf<UAnimInstance> NewDisplayAnimClass = nullptr, FSoftObjectPath NewRetargeter = FSoftObjectPath());
/** @brief 从职业组件读取职业外观并应用到显示层。
* @param ClassComponent 提供职业 Mesh 配置的职业组件。
* @return 应用成功返回 true。
*/
UFUNCTION(BlueprintCallable, Category="PHY|Animation")
bool ApplyPlayerClassVisualFromClassComponent(const UPHYClassComponent* ClassComponent);
/** @brief 根据源 Mesh 和显示 Mesh 的骨架关系刷新 Leader Pose 或显示层 AnimClass。 */
UFUNCTION(BlueprintCallable, Category="PHY|Animation")
void RefreshFollowPoseMode();
/** @brief 获取源运动 Mesh 组件。 */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
USkeletalMeshComponent* GetSourceMeshComponent() const { return SourceMeshComponent; }
/** @brief 获取显示层 Mesh 组件。 */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
USkeletalMeshComponent* GetDisplayMeshComponent() const { return DisplayMeshComponent; }
/** @brief 按 Socket 查询应使用的可视 Mesh 组件,优先返回拥有该 Socket 的显示层。 */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
USkeletalMeshComponent* GetVisualMeshComponentForSocket(FName SocketName) const;
/** @brief 获取当前缓存的 Retargeter 软路径。 */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
FSoftObjectPath GetCurrentRetargeter() const { return CurrentRetargeter; }
protected:
/** @brief 应用配置中的源运动 Mesh 和 AnimClass 默认值。 */
void ApplySourceDefaults();
/** @brief 判断显示层是否可使用 Leader Pose 跟随源运动 Mesh。 */
bool CanUseLeaderPose() const;
/** @brief 为异骨架显示层配置 Retarget Pose From Mesh 动画实例。 */
void ConfigureRetargetFollowPose();
/** @brief 获取异骨架显示层应使用的 AnimClass缺省时回退到原生 Retarget AnimInstance。 */
TSubclassOf<UAnimInstance> ResolveRetargetDisplayAnimClass() const;
/** @brief 源运动 Mesh 组件,固定来自 ACharacter::GetMesh()。 */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="PHY|Animation")
TObjectPtr<USkeletalMeshComponent> SourceMeshComponent;
/** @brief 显示层 Mesh 组件,由 CharacterBase 创建并注入。 */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="PHY|Animation")
TObjectPtr<USkeletalMeshComponent> DisplayMeshComponent;
/** @brief 当前显示层 Retargeter 软路径,异骨架 Retarget Pose From Mesh 路径使用。 */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="PHY|Animation")
FSoftObjectPath CurrentRetargeter;
};

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@@ -0,0 +1,88 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Animation/AnimInstance.h"
#include "Animation/AnimInstanceProxy.h"
#include "AnimNodes/AnimNode_RetargetPoseFromMesh.h"
#include "UObject/SoftObjectPath.h"
#include "PHYRetargetPoseAnimInstance.generated.h"
class UIKRetargeter;
class USkeletalMeshComponent;
/**
* @brief 显示层 Retarget Pose From Mesh 动画实例代理。
*
* 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。
*/
USTRUCT()
struct PHY_API FPHYRetargetPoseAnimInstanceProxy : public FAnimInstanceProxy
{
GENERATED_BODY()
FPHYRetargetPoseAnimInstanceProxy() = default;
FPHYRetargetPoseAnimInstanceProxy(UAnimInstance* InAnimInstance, FAnimNode_RetargetPoseFromMesh* InRetargetNode);
virtual void Initialize(UAnimInstance* InAnimInstance) override;
virtual void PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds) override;
virtual void CacheBones() override;
virtual bool Evaluate(FPoseContext& Output) override;
virtual void UpdateAnimationNode(const FAnimationUpdateContext& InContext) override;
/** @brief 配置 Retarget 节点使用的源 Mesh 与 IK Retargeter。 */
void ConfigureRetargetPose(UIKRetargeter* InRetargeter, USkeletalMeshComponent* InSourceMeshComponent);
private:
FAnimNode_RetargetPoseFromMesh* RetargetNode = nullptr;
};
/**
* @brief PHY 显示层原生 Retarget Pose 动画实例。
*
* 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。
*/
UCLASS(Transient, BlueprintType)
class PHY_API UPHYRetargetPoseAnimInstance : public UAnimInstance
{
GENERATED_BODY()
public:
/**
* @brief 设置 Retarget Pose From Mesh 的运行时输入。
* @param InSourceMeshComponent 提供运动姿态的源 Mesh 组件。
* @param InRetargeterPath IK Retargeter 资产软路径。
* @return SourceMesh 与 Retargeter 均有效时返回 true。
*/
UFUNCTION(BlueprintCallable, Category="PHY|Animation")
bool ConfigureRetargetPoseFromMesh(USkeletalMeshComponent* InSourceMeshComponent, FSoftObjectPath InRetargeterPath);
/** @brief 获取当前源 Mesh 组件。 */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
USkeletalMeshComponent* GetRetargetSourceMeshComponent() const { return RetargetSourceMeshComponent; }
/** @brief 获取当前 IK Retargeter 资产路径。 */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
FSoftObjectPath GetRetargeterPath() const { return RetargeterPath; }
protected:
virtual void NativeInitializeAnimation() override;
virtual FAnimInstanceProxy* CreateAnimInstanceProxy() override;
private:
/** @brief Retarget Pose From Mesh 运行时节点。 */
UPROPERTY()
FAnimNode_RetargetPoseFromMesh RetargetNode;
/** @brief 当前用于重定向的源 Mesh 组件。 */
UPROPERTY(Transient)
TObjectPtr<USkeletalMeshComponent> RetargetSourceMeshComponent;
/** @brief 当前使用的 IK Retargeter 资产。 */
UPROPERTY(Transient)
TObjectPtr<UIKRetargeter> LoadedRetargeter;
/** @brief 当前 IK Retargeter 资产软路径。 */
UPROPERTY(Transient)
FSoftObjectPath RetargeterPath;
};

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@@ -17,7 +17,9 @@ class UGCS_TargetingSystemComponent;
class UGES_ContextEffectComponent; class UGES_ContextEffectComponent;
class UGGS_InteractionSystemComponent; class UGGS_InteractionSystemComponent;
class UGGS_RagdollComponent; class UGGS_RagdollComponent;
class UPHYCharacterMeshBridgeComponent;
class UPHYCharacterStateComponent; class UPHYCharacterStateComponent;
class USkeletalMeshComponent;
/** /**
* @brief PHY 玩家和 AI 共用角色基类。 * @brief PHY 玩家和 AI 共用角色基类。
@@ -118,6 +120,14 @@ public:
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character") UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character")
UGES_ContextEffectComponent* GetContextEffectComponent() const { return ContextEffectComponent; } UGES_ContextEffectComponent* GetContextEffectComponent() const { return ContextEffectComponent; }
/** @brief 获取角色 Mesh Bridge 组件。 */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character|Animation")
UPHYCharacterMeshBridgeComponent* GetMeshBridgeComponent() const { return MeshBridgeComponent; }
/** @brief 获取显示层 Mesh 组件,职业和外观 Mesh 应应用到该组件。 */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character|Animation")
USkeletalMeshComponent* GetDisplayMeshComponent() const { return DisplayMeshComponent; }
/** @brief 获取当前战斗目标 Actor。 */ /** @brief 获取当前战斗目标 Actor。 */
virtual AActor* GetCombatTargetActor_Implementation() const override; virtual AActor* GetCombatTargetActor_Implementation() const override;
@@ -234,6 +244,14 @@ protected:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character") UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character")
TObjectPtr<UGES_ContextEffectComponent> ContextEffectComponent; TObjectPtr<UGES_ContextEffectComponent> ContextEffectComponent;
/** @brief 运动源 Mesh 与显示层 Mesh 的桥接组件。 */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character|Animation")
TObjectPtr<UPHYCharacterMeshBridgeComponent> MeshBridgeComponent;
/** @brief 显示层 Mesh 组件,承载职业和外观 Mesh。 */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character|Animation")
TObjectPtr<USkeletalMeshComponent> DisplayMeshComponent;
/** @brief 当前 Avatar 缓存的 ASC玩家来自 PlayerStateAI 来自自身。 */ /** @brief 当前 Avatar 缓存的 ASC玩家来自 PlayerStateAI 来自自身。 */
UPROPERTY(Transient) UPROPERTY(Transient)
TObjectPtr<UAbilitySystemComponent> CachedAbilitySystemComponent; TObjectPtr<UAbilitySystemComponent> CachedAbilitySystemComponent;