Compare commits

...

2 Commits

Author SHA1 Message Date
a17d3ca74a Merge branch 'detached'
# Conflicts:
#	Content/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_Base_New.uasset
#	Content/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_FullBody_Base_New.uasset
#	Saved/AutoScreenshot.png
#	Source/OLSAnimation/Private/Data/OLSAnimationData.cpp
#	Source/OLSAnimation/Public/Data/OLSAnimationData.h
2025-07-31 17:08:30 +07:00
29d0870443 Refactored Forward Facing animation data.
Reverted back to UE5.6 -> UE5.5.
2025-07-31 17:06:58 +07:00
8 changed files with 125 additions and 108 deletions

View File

@ -1,12 +1,10 @@
{
"version": "1.0",
"components": [
"Component.Unreal.Debugger",
"Component.Unreal.Ide",
"Microsoft.Net.Component.4.6.2.TargetingPack",
"Microsoft.VisualStudio.Component.Unreal.Workspace",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
"Microsoft.VisualStudio.Component.VC.Llvm.Clang",
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
"Microsoft.VisualStudio.Component.Windows11SDK.22621",
"Microsoft.VisualStudio.Workload.CoreEditor",

Binary file not shown.

Before

Width:  |  Height:  |  Size: 37 KiB

After

Width:  |  Height:  |  Size: 53 KiB

View File

@ -159,7 +159,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStartCycleAnimation(const
if (isAiming)
{
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetStartCycleFromHipDirection(hipDirection).
GetMovementAnimationByCardinalDirection(velocityDirection);
GetMovementAnimByCardinalDirection(
velocityDirection, bIsRightFootFarFromTarget);
}
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StartCycle.
@ -176,7 +177,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectCycleAnimation(const bool
if (isAiming)
{
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetCycleFromHipDirection(hipDirection).
GetMovementAnimationByCardinalDirection(velocityDirection);
GetMovementAnimByCardinalDirection(
velocityDirection, bIsRightFootFarFromTarget);
}
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Cycle;
@ -192,7 +194,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectPivotAnimation(const bool
if (isAiming)
{
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetPivotFromHipDirection(hipDirection).
GetMovementAnimationByCardinalDirection(velocityDirection);
GetMovementAnimByCardinalDirection(
velocityDirection, bIsRightFootFarFromTarget);
}
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Pivot.GetLeftOrRightByAngle(
@ -208,8 +211,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStopCycleAnimation(const b
if (isAiming)
{
return GetGaitAnimSets(isCrouching, gait).
GaitAnimSet_CameraFacing.GetStopCycleFromHipDirection(hipDirection).
GetMovementAnimationByCardinalDirection(velocityDirection);
GaitAnimSet_CameraFacing.GetStopCycleFromHipDirection(hipDirection).GetMovementAnimByCardinalDirection(
velocityDirection, bIsRightFootFarFromTarget);
}
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StopCycle.GetLeftOrRightAnim(bIsRightFootFarFromTarget);

View File

@ -60,28 +60,6 @@ bool FOLSIdleAndTurnInPlaceAnimSet::CanPlayIdleBreakAnimation() const
return IdleAnimSet.HasAnyIdleBreaks();
}
UAnimSequence* FOLSMovementAnimSet::GetMovementAnimationByCardinalDirection(const EOLSCardinalDirection& direction) const
{
TObjectPtr<UAnimSequence> result = nullptr;
switch (direction)
{
case EOLSCardinalDirection::EForward:
result = Forward;
break;
case EOLSCardinalDirection::EBackward:
result = Backward;
break;
case EOLSCardinalDirection::ERight:
result = Right;
break;
case EOLSCardinalDirection::ELeft:
result = Left;
break;
}
return result;
}
class UAnimSequence* FOLSMovementAnimSet_FeetPosition::GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const
{
return (isRightFootFarFromTarget ? RightFoot : LeftFoot);
@ -94,7 +72,7 @@ class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForwardLef
UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForward180LeftOrRightByAngle(const float angle) const
{
return (angle > 0.f) ? Forward180_R : Forward180_L;
return (angle > 0.f) ? Forward180R : Forward180L;
}
class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAnimationByAngle(
@ -108,10 +86,10 @@ class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAn
result = GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
break;
case EOLSCardinalDirection::ELeft:
result = Left;
result = Forward90L;
break;
case EOLSCardinalDirection::ERight:
result = Right;
result = Forward90R;
break;
case EOLSCardinalDirection::EBackward:
result = GetForward180LeftOrRightByAngle(angle);
@ -121,19 +99,19 @@ class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAn
return result;
}
UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
{
return Stop.GetForwardLeftOrRightFoot(isRightFootPlanted);
}
class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_Pivot::GetLeftOrRightByAngle(const float angle,
const bool isRightFootFarFromTarget) const
const bool isRightFootFarFromTarget) const
{
return (angle > 0.f
? Pivot180R.GetForwardLeftOrRightFoot(isRightFootFarFromTarget)
: Pivot180L.GetForwardLeftOrRightFoot(isRightFootFarFromTarget));
}
UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
{
return Stop.GetForwardLeftOrRightFoot(isRightFootPlanted);
}
void FOLSGaitAnimSet::GetPlayRateByLocomotionState(const EOLSLocomotionStatePlayRate& state, FVector2D& outPlayRate) const
{
switch (state)
@ -150,22 +128,51 @@ void FOLSGaitAnimSet::GetPlayRateByLocomotionState(const EOLSLocomotionStatePlay
}
}
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const
void FOLSMovementAnimSet_CameraFacing_Directional::GetMovementAnimSetByCardinalDirection(const EOLSCardinalDirection& direction,
FOLSMovementAnimSet_FeetPosition& outAnimSet) const
{
switch (direction)
{
case EOLSCardinalDirection::EForward:
outAnimSet = Forward;
break;
case EOLSCardinalDirection::EBackward:
outAnimSet = Backward;
break;
case EOLSCardinalDirection::ERight:
outAnimSet = Right;
break;
case EOLSCardinalDirection::ELeft:
outAnimSet = Left;
break;
}
}
UAnimSequence* FOLSMovementAnimSet_CameraFacing_Directional::GetMovementAnimByCardinalDirection(const EOLSCardinalDirection& direction,
const bool isRightFootFarFromTarget) const
{
FOLSMovementAnimSet_FeetPosition animSet;
GetMovementAnimSetByCardinalDirection(direction, animSet);
return animSet.GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
}
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const
{
return (hipDirection == EOLSHipDirection::EForward) ? StartCycle_HipForward : StartCycle_HipBackward;
}
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const
{
return (hipDirection == EOLSHipDirection::EForward) ? Cycle_HipForward : Cycle_HipBackward;
}
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const
{
return (hipDirection == EOLSHipDirection::EForward) ? Pivot_HipForward : Pivot_HipBackward;
}
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const
{
return (hipDirection == EOLSHipDirection::EForward) ? StopCycle_HipForward : StopCycle_HipBackward;
}

View File

@ -16,19 +16,20 @@ struct FOLSFeetPositionSettings
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "FeetPositionSettings")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FName IKFootRight = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "FeetPositionSettings")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FName IKTargetFootRight = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "FeetPositionSettings")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FName IKFootLeft = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "FeetPositionSettings")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FName IKTargetFootLeft = NAME_None;
};
#pragma region Idle and Turn In-Place AnimSets
USTRUCT(BlueprintType)
struct FOLSTurnInPlaceAnimSet
{
@ -40,16 +41,16 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> TurnInPlace_90_L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> TurnInPlace_90_R = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> TurnInPlace_180_L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> TurnInPlace_180_R = nullptr;
};
@ -66,13 +67,13 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TArray<class UAnimSequence*> IdleBreaks;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> Idle = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> IdleExit = nullptr;
};
@ -91,36 +92,13 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle and Turn In Place Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSIdleAnimSet IdleAnimSet;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle and Turn In Place Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSTurnInPlaceAnimSet TurnInPlaceAnimSet;
};
USTRUCT(BlueprintType)
struct FOLSMovementAnimSet
{
GENERATED_BODY()
public:
class UAnimSequence* GetMovementAnimationByCardinalDirection(const EOLSCardinalDirection& direction) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Forward = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Backward = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Right = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Left = nullptr;
};
#pragma endregion
USTRUCT(BlueprintType)
struct FOLSMovementAnimSet_FeetPosition
@ -133,14 +111,15 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> LeftFoot = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> RightFoot = nullptr;
};
#pragma region Forward Facing Anim Sets
USTRUCT(BlueprintType)
struct FOLSMovementAnimSet_ForwardFacing_StartCycle
{
@ -156,20 +135,20 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Left or Right Foot"))
FOLSMovementAnimSet_FeetPosition Forward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
TObjectPtr<class UAnimSequence> Forward180_L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 180 Left"))
TObjectPtr<class UAnimSequence> Forward180L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
TObjectPtr<class UAnimSequence> Forward180_R = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
TObjectPtr<class UAnimSequence> Right = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 180 Right"))
TObjectPtr<class UAnimSequence> Forward180R = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
TObjectPtr<class UAnimSequence> Left = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 90 Left"))
TObjectPtr<class UAnimSequence> Forward90L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 90 Right"))
TObjectPtr<class UAnimSequence> Forward90R = nullptr;
};
USTRUCT(BlueprintType)
@ -184,10 +163,10 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Pivot Turn 180 Left"))
FOLSMovementAnimSet_FeetPosition Pivot180L;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Pivot Turn 180 Right"))
FOLSMovementAnimSet_FeetPosition Pivot180R;
};
@ -202,9 +181,38 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Stop Cycle Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Stop Left or Right Foot"))
FOLSMovementAnimSet_FeetPosition Stop;
};
#pragma endregion
USTRUCT(BlueprintType)
struct FOLSMovementAnimSet_CameraFacing_Directional
{
GENERATED_BODY()
protected:
void GetMovementAnimSetByCardinalDirection(const EOLSCardinalDirection& direction, FOLSMovementAnimSet_FeetPosition& outAnimSet) const;
public:
class UAnimSequence* GetMovementAnimByCardinalDirection(const EOLSCardinalDirection& direction, const bool isRightFootFarFromTarget) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSMovementAnimSet_FeetPosition Forward;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSMovementAnimSet_FeetPosition Backward;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSMovementAnimSet_FeetPosition Right;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSMovementAnimSet_FeetPosition Left;
};
USTRUCT(BlueprintType)
struct FOLSGaitAnimSet
@ -257,6 +265,7 @@ public:
FOLSMovementAnimSet_ForwardFacing_StopCycle StopCycle;
};
USTRUCT(BlueprintType)
struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet
{
@ -264,36 +273,36 @@ struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet
public:
const FOLSMovementAnimSet& GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet& GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet& GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet& GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet_CameraFacing_Directional& GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet_CameraFacing_Directional& GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet_CameraFacing_Directional& GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet_CameraFacing_Directional& GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
FOLSMovementAnimSet StartCycle_HipForward;
FOLSMovementAnimSet_CameraFacing_Directional StartCycle_HipForward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
FOLSMovementAnimSet Cycle_HipForward;
FOLSMovementAnimSet_CameraFacing_Directional Cycle_HipForward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
FOLSMovementAnimSet Pivot_HipForward;
FOLSMovementAnimSet_CameraFacing_Directional Pivot_HipForward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
FOLSMovementAnimSet StopCycle_HipForward;
FOLSMovementAnimSet_CameraFacing_Directional StopCycle_HipForward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
FOLSMovementAnimSet StartCycle_HipBackward;
FOLSMovementAnimSet_CameraFacing_Directional StartCycle_HipBackward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
FOLSMovementAnimSet Cycle_HipBackward;
FOLSMovementAnimSet_CameraFacing_Directional Cycle_HipBackward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
FOLSMovementAnimSet Pivot_HipBackward;
FOLSMovementAnimSet_CameraFacing_Directional Pivot_HipBackward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
FOLSMovementAnimSet StopCycle_HipBackward;
FOLSMovementAnimSet_CameraFacing_Directional StopCycle_HipBackward;
};
USTRUCT(BlueprintType)

View File

@ -1,6 +1,6 @@
{
"FileVersion": 3,
"EngineAssociation": "5.6",
"EngineAssociation": "5.5",
"Category": "",
"Description": "",
"Modules": [