ue4中动画通知的几种方式

原创:蝶泳奈何桥

animation blueprint中的几种notify,神马通知碰撞开启关闭的东东都可以使用notify

1、简单的通知(blueprint)

直接在sequence or montage中new个Event

 

然后在graph中接收。

 

2、简单的通知(c++)

首先,animation bp必须是继承自定义的AnimInstance

 

然后新建两个通知AnimNotify_Begin和AnimNotify_End
方法的命名规则必须是AnimNotify_XXX,因为引擎里的代码就是这样匹配的

 

完整代码
MyAnimInstance.h

完整代码
MyAnimInstance.h

#pragma once

#include "Animation/AnimInstance.h"
#include "MyAnimInstance.generated.h"

/**
 * 
 */
UCLASS()
class MYSLATE_API UMyAnimInstance : public UAnimInstance
{
    GENERATED_BODY()

public:
    UMyAnimInstance();

    UFUNCTION(BlueprintCallable, Category = "MyAnim")
        bool IsMoving();

    UFUNCTION(BlueprintCallable, Category = "MyAnim")
        ACharacter* GetOwnerChar();

    UFUNCTION(BlueprintCallable, Category = "MyAnim")
        void AnimNotify_Begin(UAnimNotify* Notify);
    UFUNCTION(BlueprintCallable, Category = "MyAnim")
        void AnimNotify_End(UAnimNotify* Notify);
private:
    ACharacter* mOwnerChar;
};

  

MyAnimInstance.cpp

MyAnimInstance.cpp

#include "MySlate.h"
#include "MyAnimInstance.h"
#include "Engine.h"
#include "MyChar.h"

UMyAnimInstance::UMyAnimInstance()
{
    mOwnerChar = nullptr;
}

bool UMyAnimInstance::IsMoving()
{
    ACharacter* character = GetOwnerChar();
    if (!character)
        return false;

    float wallSpeed = FVector::DotProduct(character->GetVelocity(), character->GetActorRotation().Vector());
    return wallSpeed > 0.f ? true : false;
}

ACharacter* UMyAnimInstance::GetOwnerChar()
{
    if (!mOwnerChar)
    {
        APawn* owner = TryGetPawnOwner();
        mOwnerChar = owner ? Cast<ACharacter>(owner) : nullptr;
    }
    return mOwnerChar;
}

void UMyAnimInstance::AnimNotify_Begin(UAnimNotify * Notify)
{
    AMyChar* mychar = Cast<AMyChar>(GetOwnerChar());
    if (mychar)
    {
        FString str = FString::Printf(TEXT("--- AnimNotify_Begin - %d"), mychar->mHealth);
        GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, str);
    }
}

void UMyAnimInstance::AnimNotify_End(UAnimNotify * Notify)
{
    FString str = FString::Printf(TEXT("--- AnimNotify_End"));
    GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Yellow, str);
}

  

当然,你可以new个bp继承MyAnimInstance,然后动画蓝图再继承这个bp,这样扩展性好了。

 

3、单独起个AnimNotify类(blueprint,c++自己去转换)

 

可以重写两个方法,和其一些变量

 

 然后添加到animation sequence or montage中

 

4、(最灵活)单独起个AnimNotifyState类(blueprint,c++自己去转换)

 可以重写4个方法

 然后添加到animation sequence or montage中,可以控制通知长度,也就是tick

 

其实看下源码就可以知道,里面这些东西是怎么调用的

 

posted @ 2021-11-15 01:24  SD-KT007  阅读(539)  评论(0编辑  收藏  举报