Renamed GetDistanceCurveValueAtTime by GetCurveValueAtTime
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@ -555,7 +555,7 @@ void UOLSBaseLayerAnimInstance::ProcessTurnYawCurve_ForwardFacing()
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{
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{
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float previousTurnYawCurveValue = TurnYawCurveValue;
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float previousTurnYawCurveValue = TurnYawCurveValue;
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const float turnYawWeightCurveValue = GetCurveValue(TurnYawWeightCurveName);
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const float turnYawWeightCurveValue = GetCurveValue(TurnYawWeightCurveName);
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if (FMath::IsNearlyZero(turnYawWeightCurveValue, 0.0001f))
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if (FMath::IsNearlyZero(turnYawWeightCurveValue, KINDA_SMALL_NUMBER))
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{
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{
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TurnYawCurveValue = 0.f;
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TurnYawCurveValue = 0.f;
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previousTurnYawCurveValue = 0.f;
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previousTurnYawCurveValue = 0.f;
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@ -48,9 +48,9 @@ float UOLSLocomotionBPLibrary::FindPivotTime(const UAnimSequenceBase* animSequen
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return 0.f;
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return 0.f;
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}
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}
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float UOLSLocomotionBPLibrary::GetDistanceCurveValueAtTime(const UAnimSequenceBase* animSequence,
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float UOLSLocomotionBPLibrary::GetCurveValueAtTime(const UAnimSequenceBase* animSequence,
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const float time,
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const float time,
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const FName& curveName)
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const FName& curveName)
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{
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{
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FAnimCurveBufferAccess bufferCurveAccess(animSequence, curveName);
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FAnimCurveBufferAccess bufferCurveAccess(animSequence, curveName);
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if (bufferCurveAccess.IsValid())
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if (bufferCurveAccess.IsValid())
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@ -146,8 +146,8 @@ float UOLSLocomotionBPLibrary::GetTimeAfterDistanceTraveled(const UAnimSequenceB
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// Traverse the distance curve, accumulating animated distance until the desired distance is reached.
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// Traverse the distance curve, accumulating animated distance until the desired distance is reached.
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while ((accumulatedDistance < distanceTraveled) && (shouldAllowLooping || (newTime + stepTime < sequenceLength)))
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while ((accumulatedDistance < distanceTraveled) && (shouldAllowLooping || (newTime + stepTime < sequenceLength)))
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{
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{
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const float currentDistance = GetDistanceCurveValueAtTime(animSequence, newTime, curveName);
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const float currentDistance = GetCurveValueAtTime(animSequence, newTime, curveName);
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const float distanceAfterStep = GetDistanceCurveValueAtTime(animSequence, newTime + stepTime, curveName);
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const float distanceAfterStep = GetCurveValueAtTime(animSequence, newTime + stepTime, curveName);
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const float animationDistanceThisStep = distanceAfterStep - currentDistance;
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const float animationDistanceThisStep = distanceAfterStep - currentDistance;
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if (!FMath::IsNearlyZero(animationDistanceThisStep))
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if (!FMath::IsNearlyZero(animationDistanceThisStep))
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@ -281,7 +281,7 @@ FSequenceEvaluatorReference UOLSLocomotionBPLibrary::DistanceMatchToTarget(const
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{
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{
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if (const UAnimSequenceBase* animSequence = inSequenceEvaluator.GetSequence())
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if (const UAnimSequenceBase* animSequence = inSequenceEvaluator.GetSequence())
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{
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{
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if (GetDistanceCurveValueAtTime(animSequence,
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if (GetCurveValueAtTime(animSequence,
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USequenceEvaluatorLibrary::GetAccumulatedTime(sequenceEvaluator),
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USequenceEvaluatorLibrary::GetAccumulatedTime(sequenceEvaluator),
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curveName) > stopDistanceThreshHold && !shouldDistanceMatchStop)
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curveName) > stopDistanceThreshHold && !shouldDistanceMatchStop)
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{
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{
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@ -22,7 +22,7 @@ public:
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static float FindPivotTime(const UAnimSequenceBase* animSequence, const float sampleRate);
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static float FindPivotTime(const UAnimSequenceBase* animSequence, const float sampleRate);
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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static float GetDistanceCurveValueAtTime(const UAnimSequenceBase* animSequence, const float time, const FName& curveName);
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static float GetCurveValueAtTime(const UAnimSequenceBase* animSequence, const float time, const FName& curveName);
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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static float GetTimeAtDistance(const UAnimSequenceBase* animSequence, const float& distance, FName curveName);
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static float GetTimeAtDistance(const UAnimSequenceBase* animSequence, const float& distance, FName curveName);
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