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;
	}
}
示例#3
0
void 
CreatureCore::SetBluePrintAnimationPlayFromStart()
{
	SetBluePrintAnimationResetToStart();
	SetBluePrintAnimationPlay(true);
}