Add Games File
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// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "BoneContainer.h"
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#include "BonePose.h"
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#include "BoneControllers/AnimNode_ModifyBone.h"
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#include "Misc/EngineVersionComparison.h"
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#include "AnimNode_VrmVMC.generated.h"
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class USkeletalMeshComponent;
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class UVrmMetaObject;
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class UVrmAssetListObject;
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/**
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* Simple controller that replaces or adds to the translation/rotation of a single bone.
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*/
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USTRUCT(BlueprintInternalUseOnly)
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struct VRM4UCAPTURE_API FAnimNode_VrmVMC : public FAnimNode_SkeletalControlBase
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta = (PinHiddenByDefault))
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bool EnableAutoSearchMetaData = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta=(PinHiddenByDefault))
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const UVrmMetaObject *VrmMetaObject = nullptr;
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#if UE_VERSION_OLDER_THAN(5,0,0)
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TAssetPtr<UVrmMetaObject> VrmMetaObject_Internal = nullptr;
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TAssetPtr<UVrmAssetListObject> VrmAssetListObject_Internal = nullptr;
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#else
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TSoftObjectPtr<UVrmMetaObject> VrmMetaObject_Internal = nullptr;
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TSoftObjectPtr<UVrmAssetListObject> VrmAssetListObject_Internal = nullptr;
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#endif
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//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta = (PinShownByDefault))
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//TMap<FString, FTransform> BoneTrans;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta = (PinShownByDefault))
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bool bUseRemoteCenterPos = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta = (PinShownByDefault))
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float ModelRelativeScale = 1.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta = (PinShownByDefault))
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bool bIgnoreLocalRotation = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta = (PinShownByDefault))
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FString ServerAddress = "0.0.0.0";
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta = (PinShownByDefault))
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int Port = 39539;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta = (PinShownByDefault))
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bool bApplyPerfectSync = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta = (PinHiddenByDefault))
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bool bForceUpdate = false;
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bool bCreateServer = false;
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TArray<FTransform> RefSkeletonTransform_global;
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FAnimNode_VrmVMC();
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virtual ~FAnimNode_VrmVMC();
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// FAnimNode_Base interface
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virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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// End of FAnimNode_Base interface
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// FAnimNode_SkeletalControlBase interface
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virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
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virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
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// virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
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virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
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virtual void EvaluateComponentPose_AnyThread(FComponentSpacePoseContext& Output) override;
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virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
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virtual void UpdateInternal(const FAnimationUpdateContext& Context)override;
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// End of FAnimNode_SkeletalControlBase interface
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virtual void ConditionalDebugDraw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* PreviewSkelMeshComp, bool bPreviewForeground = false) const;
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private:
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// FAnimNode_SkeletalControlBase interface
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virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
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// End of FAnimNode_SkeletalControlBase interface
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};
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