void ACreatureCollectionActor::UpdateActorAnimationToStart(ACreatureCollectionClip& collection_data) { int& ref_index = collection_data.ref_index; auto& cur_data = collection_data.actor_sequence[ref_index]; auto cur_actor = cur_data.first; cur_actor = cur_data.first; cur_actor->SetBluePrintActiveAnimation(FString(cur_data.second.c_str())); cur_actor->SetBluePrintAnimationResetToStart(); }
void UCreatureMeshComponent::SetBluePrintAnimationPlayFromStart() { creature_core.SetBluePrintAnimationPlayFromStart(); if (enable_collection_playback && active_collection_clip) { SetBluePrintAnimationResetToStart(); active_collection_play = true; } }
void CreatureCore::SetBluePrintAnimationPlayFromStart() { SetBluePrintAnimationResetToStart(); SetBluePrintAnimationPlay(true); }