转自:https://forums.unrealengine.com/development-discussion/c-gameplay-programming/104831-creating-and-using-a-blendspace-in-c

creating and using a blendspace in c++

12-23-2016, 07:09 PM
 
Hello all,

i'm trying to automatize the animation of (a lot of) pawns and would like not to have to define ~100 blendspaces and animblueprint by hand in the editor.

If i can get it to work, i'll just have to create blueprints inheriting from this class and set the skeletal mesh and animations.

This subject seems to pop up every now and then, there are a few post on the answerhub, and even a wiki by Rama, but all of them seem to assume that the BlendSpace is created in the editor.

As you can see, i'm trying several methods (via the skeletal mesh component and the anim instance) to animate the mesh with the blendspace, none of them works so far.
I tried everything i could find related to animation and blendspace in the api documentation.

I can spawn the blueprint, but the mesh remains static so obviously i miss something.

I tried to set this in the blueprint, and i can see the debuging flow correctly going through everything.

I can't check visually the blendspace, so i'm a bit lost and dry now.

Here's the code:

void AYagPawn::BeginPlay()
{
Super::BeginPlay(); [...] // creating the BS (SMC_00 is a USkeletalMeshComponent)
ThisBlendSpace1D = NewObject<UBlendSpace1D>(this, UBlendSpace1D::StaticClass());
ThisBlendSpace1D->SetSkeleton(SMC_00->SkeletalMesh->Skeleton); // setting a parameter for the BS
FBlendParameter BP_Speed;
BP_Speed.DisplayName = "Speed";
BP_Speed.GridNum = ;
BP_Speed.Min = .f;
BP_Speed.Max = .f;
ThisBlendSpace1D->UpdateParameter(, BP_Speed); // adding two sample (at 0 and 100)
// IdleSequence and MoveSequence are UAnimSequence to be set in the BP inheriting this pawn class
FBlendSample IdleSample = FBlendSample(IdleSequence, FVector(.f, .f, .f), false);
FBlendSample MoveSample = FBlendSample(MoveSequence, FVector(.f, .f, .f), false);
ThisBlendSpace1D->AddSample(IdleSample);
ThisBlendSpace1D->AddSample(MoveSample); // first method
SMC_00->PlayAnimation(ThisBlendSpace1D, true); // second method
SMC_00->SetAnimation(ThisBlendSpace1D);
SMC_00->Play(true); // third method
SMC_00->OverrideAnimationData(ThisBlendSpace1D, true, true, .f, .f); // fourth method
BS_AnimInstance = Cast<UAnimSingleNodeInstance>(SMC_00->GetAnimInstance());
BS_AnimInstance->SetAnimationAsset(ThisBlendSpace1D);
BS_AnimInstance->PlayAnim(true, .f, .f);
} void AYagPawn::Tick( float DeltaSeconds)
{
Super::Tick(DeltaSeconds); [...] // update BS with Speed (a float)
BS_AnimInstance->SetBlendSpaceInput(FVector(Speed, .f, .f)); // useless in principle but i tried
SMC_00->OverrideAnimationData(ThisBlendSpace1D, true, true, .f, .f);
}

And here is the variables section in the BP:

As you can see, the BS is still empty (normal, it will be created in the begin play function at runtime) and both animations have default values.

Any idea ?

Thanks

Cedric

EDIT: i realized i wasn't setting the animation mode, so i added this in the constructor:

Code:
SMC_00->SetAnimationMode(EAnimationMode::AnimationSingleNode);

But it still doesn't work.

Answers:

Edit: I should have read your entire question. I'm interested in this so I'm going to help you get the bottom of it! You're probably missing an update call somewhere, or you need to serialize the result to an asset or something. I'll report back.

Here's a compiled simple animation blueprint. It uses a blendspace called "Strafe_IP" and has two variables: Right, Forward. Note that the Character class doesn't appear to call or update the animation - it only sets it initially.

Code:
UCLASS(config=Engine, Blueprintable, BlueprintType, meta=(ReplaceConverted="/Game/Blueprints/BPA_Test.BPA_Test_C", OverrideNativeName="BPA_Test_C"))
class UBPA_Test : public UAnimInstance
{
public:
GENERATED_BODY() UPROPERTY(meta=(OverrideNativeName="AnimGraphNode_Root_6D3BF226443B80030387A5AADD092A5D"))
FAnimNode_Root Root; UPROPERTY(meta=(OverrideNativeName="AnimGraphNode_BlendSpacePlayer_44691A814B28B34EF79F7B8F71402E07"))
FAnimNode_BlendSpacePlayer BlendSpacePlayer; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta=(DisplayName="Right", Category="Default", OverrideNativeName="Right"))
float Right; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta=(DisplayName="Forward", Category="Default", OverrideNativeName="Forward"))
float Forward; UBPA_Test(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
static void __CustomDynamicClassInitialization(UDynamicClass* InDynamicClass);
static void __StaticDependencies_CommonAssets(TArray<FBlueprintDependencyData>& AssetsToLoad);
};
UBPA_Test::UBPA_Test(const FObjectInitializer& ObjectInitializer) : Super()
{
if(HasAnyFlags(RF_ClassDefaultObject) && (UBPA_Test::StaticClass() == GetClass()))
UBPA_Test::__CustomDynamicClassInitialization(CastChecked<UDynamicClass>(GetClass())); Root.Result.LinkID = ;
BlendSpacePlayer.BlendSpace = CastChecked<UBlendSpaceBase>(CastChecked<UDynamicClass>(UBPA_Test::StaticClass())->UsedAssets[], ECastCheckedType::NullAllowed);
BlendSpacePlayer.EvaluateGraphExposedInputs.CopyRecords = TArray<FExposedValueCopyRecord> ();
BlendSpacePlayer.EvaluateGraphExposedInputs.CopyRecords.AddUninitialized();
FExposedValueCopyRecord::StaticStruct()->InitializeStruct(BlendSpacePlayer.EvaluateGraphExposedInputs.CopyRecords.GetData(), ); auto& _Right = BlendSpacePlayer.EvaluateGraphExposedInputs.CopyRecords[];
_Right.SourcePropertyName = FName(TEXT("Right"));
_Right.DestProperty = FindFieldChecked<UFloatProperty>(FAnimNode_BlendSpacePlayer::StaticStruct(), TEXT("X"));
_Right.Size = ; auto& _Forward = BlendSpacePlayer.EvaluateGraphExposedInputs.CopyRecords[];
_Forward.SourcePropertyName = FName(TEXT("Forward"));
_Forward.DestProperty = FindFieldChecked<UFloatProperty>(FAnimNode_BlendSpacePlayer::StaticStruct(), TEXT("Y"));
_Forward.Size = ; Right = 0.000000f;
Forward = 0.000000f;
} void UBPA_Test::__CustomDynamicClassInitialization(UDynamicClass* InDynamicClass)
{
ensure( == InDynamicClass->ReferencedConvertedFields.Num());
ensure( == InDynamicClass->MiscConvertedSubobjects.Num());
ensure( == InDynamicClass->DynamicBindingObjects.Num());
ensure( == InDynamicClass->ComponentTemplates.Num());
ensure( == InDynamicClass->Timelines.Num());
ensure(nullptr == InDynamicClass->AnimClassImplementation); InDynamicClass->AssembleReferenceTokenStream();
FConvertedBlueprintsDependencies::FillUsedAssetsInDynamicClass(InDynamicClass, &__StaticDependencies_DirectlyUsedAssets); auto AnimClassData = NewObject<UAnimClassData>(InDynamicClass, TEXT("AnimClassData"));
AnimClassData->TargetSkeleton = CastChecked<USkeleton>(CastChecked<UDynamicClass>(UBPA_Test::StaticClass())->UsedAssets[], ECastCheckedType::NullAllowed);
AnimClassData->RootAnimNodeIndex = ;
AnimClassData->RootAnimNodeProperty = InDynamicClass->FindStructPropertyChecked(TEXT("Root"));
AnimClassData->AnimNodeProperties = TArray<UStructProperty*> ();
AnimClassData->AnimNodeProperties.Reserve();
AnimClassData->AnimNodeProperties.Add(InDynamicClass->FindStructPropertyChecked(TEXT("Root")));
AnimClassData->AnimNodeProperties.Add(InDynamicClass->FindStructPropertyChecked(TEXT("BlendSpacePlayer")));
InDynamicClass->AnimClassImplementation = AnimClassData;
} void UBPA_Test::__StaticDependencies_CommonAssets(TArray<FBlueprintDependencyData>& AssetsToLoad)
{
const TCHAR* __Local__3 = TEXT("/Game/MovementAnimsetPro/BlendSpaces");
const TCHAR* __Local__4 = TEXT("/Game/Mannequin/Character/Mesh");
FBlueprintDependencyData LocAssets[] =
{
FBlueprintDependencyData(__Local__3, TEXT("Strafe_IP"), TEXT("Strafe_IP"), TEXT("/Script/Engine"), TEXT("BlendSpace")),
FBlueprintDependencyData(__Local__4, TEXT("UE4_Mannequin_Skeleton"), TEXT("UE4_Mannequin_Skeleton"), TEXT("/Script/Engine"), TEXT("Skeleton")),
};
for(auto& LocAsset : LocAssets) { AssetsToLoad.Add(LocAsset); }
} struct FRegisterHelper__UBPA_Test
{
FRegisterHelper__UBPA_Test()
{
FConvertedBlueprintsDependencies::Get().RegisterClass(TEXT("/Game/Blueprints/BPA_Test"), &UBPA_Test::__StaticDependenciesAssets);
}
static FRegisterHelper__UBPA_Test Instance;
}; FRegisterHelper__UBPA_Test FRegisterHelper__UBPA_Test::Instance;

Creating and using a blendspace in c++的更多相关文章

  1. 【解决方案】 org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'userHandler': Injection of resource dependencies failed;

    一个错误会浪费好多青春绳命 鉴于此,为了不让大家也走弯路,分享解决方案. [错误代码提示] StandardWrapper.Throwableorg.springframework.beans.fac ...

  2. 如何在ASP.NET Web站点中统一页面布局[Creating a Consistent Layout in ASP.NET Web Pages(Razor) Sites]

    如何在ASP.NET Web站点中统一页面布局[Creating a Consistent Layout in ASP.NET Web Pages(Razor) Sites] 一.布局页面介绍[Abo ...

  3. 启用SQLite的Data Provider 运行WECOMPANYSITE时遇到ERROR CREATING CONTEXT 'SPRING.ROOT': ERROR THROWN BY A DEPENDENCY OF OBJECT 'SYSTEM.DATA.SQLITE'

    从网上下载的源码WeCompanySite,运行时报错 Error creating context 'spring.root': Error thrown by a dependency of ob ...

  4. Creating a Clean, Minimal-Footprint ASP.NET WebAPI Project with VS 2012 and ASP.NET MVC 4

    Creating a Clean, Minimal-Footprint ASP.NET WebAPI Project with VS 2012 and ASP.NET MVC 4 Building O ...

  5. Creating a SharePoint Sequential Workflow

    https://msdn.microsoft.com/en-us/library/office/hh824675(v=office.14).aspx Creating a SharePoint Seq ...

  6. [bigdata] 启动CM出现 “JDBC Driver class not found: com.mysql.jdbc.Driver” 以及“Error creating bean with name 'serverLogFetcherImpl'”问题的解决方法

    问题:“JDBC Driver class not found: com.mysql.jdbc.Driver”  通过以下命令启动cm [root@hadoop1 ~]# /etc/init.d/cl ...

  7. 【安卓】aidl.exe E 10744 10584 io_delegate.cpp:102] Error while creating directories: Invalid argument

    这几天在使用.aidl文件的时候eclipse的控制台总是爆出如下提示: aidl.exe E 10744 10584 io_delegate.cpp:102] Error while creatin ...

  8. Failed creating java D:/jre6/bin/client/jvm.dll

    Failed creating java D:/jre6/bin/client/jvm.dll 标记一下 坑爹啊! 我特么装了一个64位的eclipse 结果报错 目录下确实有这个文件. 我想说  6 ...

  9. Spring 异常:Error creating bean with name

    异常信息:org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'xxx' 我今 ...

随机推荐

  1. Consider defining a bean of type 'com.lvjing.dao.DeviceStatusMapper' in your configuration.

    "C:\Program Files\Java\jdk1.8.0_181\bin\java.exe" "-javaagent:C:\Program Files\JetBra ...

  2. windows下python双系统安装

    1.首先安装Python2,确认好Python2的安装位置.接着安装Python3,并确定Python3的安装位置. 2.确认系统变量PATH中有python2和python3各自两个的路径,如: D ...

  3. python基础学习1(linux命令)

    读研时转人工智能,机器学习方向,必然要用到python,于是开始自学. 1.环境: 使用linux环境下python编译,熟悉各种基本操作. 2.书籍: --  笨方法学python --   a b ...

  4. Zookeeper原理、安装、基本使用和API

     ZooKeeper ZooKeeper是一种分布式协调服务, 解决应用程序的分布式带来的问题.   1 分布式应用 分布式应用可以在给定时间(同时)在网络中的多个系统上运行,通过协调它们以快速有效的 ...

  5. 【EMV L2】终端风险管理(Terminal Risk Management)

    终端风险管理使大额交易联机授权,并确保芯片交易能够周期性地进行联机以防止在脱机环境中也许无法察觉的风险. 虽然发卡行被强制要求在应用交互特征(AIP)中将终端风险管理位设置成1以触发终端风险管理,但终 ...

  6. android 判断横竖屏的方法(转)

    public boolean isScreenChange() { Configuration mConfiguration = this.getResources().getConfiguratio ...

  7. SQLI DUMB SERIES-16

    (1)无论怎么输入,都没有回显,但当输入 admin")#时,显示登录成功.若通过其他方法获取数据库的用户名,可通过这个方法登录成功. (2)获取其他信息可用考虑时间延迟注入.方法同15.

  8. 小程序获取图片base64编码

    项目中遇到了这个问题,在搜索过程中看到别人的博文,大多是下面这种方法,大致如下: let imgObj = { count: 1, success: (res) => { let tempFil ...

  9. Introduction tp Operating System

    一.虚拟化 为了让用户告诉操作系统如何利用虚拟机功能,OS提供给应用程序一些接口——系统调用,也会说提供了一个标准库. CPU通过分时达到虚拟化. 内存物理模型只是一个字节数组,读写修改需要制定地址. ...

  10. 普通Linux用户1分钟上手vi编辑器

    *导读:普通用户只要花1分钟看第二部分即可.高级用户请忽略本文* 目录 1. 编辑器之战 2. vi的使用 2.1 vi的3个模式 2.2 vi的3个模式切换 2.3 vi最基本的命令 2.4 vi的 ...