Projekt for SPIE - Avatar for safety briefing / managment event
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// Georgy Treshchev 2025.
#pragma once
#include "CoreMinimal.h"
#include "RuntimeVisemeGenerator.h"
#include "AnimNodes/AnimNode_PoseByName.h"
#include "BlendRuntimeMetaHumanLaughter.generated.h"
USTRUCT(BlueprintType)
struct FAnimNode_BlendRuntimeMetaHumanLaughter : public FAnimNode_PoseHandler
{
GENERATED_BODY()
public:
RUNTIMEMETAHUMANLIPSYNC_API FAnimNode_BlendRuntimeMetaHumanLaughter();
// FAnimNode_Base interface
RUNTIMEMETAHUMANLIPSYNC_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
RUNTIMEMETAHUMANLIPSYNC_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
RUNTIMEMETAHUMANLIPSYNC_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
RUNTIMEMETAHUMANLIPSYNC_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
RUNTIMEMETAHUMANLIPSYNC_API virtual void RebuildPoseList(const FBoneContainer& InBoneContainer, const UPoseAsset* InPoseAsset) override;
RUNTIMEMETAHUMANLIPSYNC_API virtual void UpdateAssetPlayer(const FAnimationUpdateContext& Context) override;
UPROPERTY(EditAnywhere, EditFixedSize, BlueprintReadWrite, Category = Links)
FPoseLink SourcePose;
UPROPERTY(EditAnywhere, BlueprintReadWrite, transient, Category=Copy, meta=(PinShownByDefault))
TWeakObjectPtr<URuntimeVisemeGenerator> VisemeGenerator;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
float InterpolationSpeed = 25.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
float ResetTime = 0.2f;
/** Scales the maximum intensity of the laughter animation (0.0 - 1.0) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (ClampMin = "0.0", ClampMax = "1.0"))
float MaxLaughterWeight = 0.7f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
FName LaughterPoseName = FName("Laugh");
private:
float TargetLaughterWeight = 0.0f;
float CurrentLaughterWeight = 0.0f;
float TimeSinceLastLaughterChange = 0.0f;
FPoseCurve LaughterPoseCurve;
bool bLaughterPoseFound = false;
};