// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License. #pragma once #include "Kismet/BlueprintFunctionLibrary.h" #include "Engine/EngineTypes.h" #include "Engine/TextureRenderTarget2D.h" #include "Misc/EngineVersionComparison.h" #include "VrmEditorBPFunctionLibrary.generated.h" class UTextureRenderTarget2D; class UMaterialInstanceConstant; class UAnimationAsset; class USkeleton; /** * */ UCLASS() class VRM4UEDITOR_API UVrmEditorBPFunctionLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: //UFUNCTION(BlueprintCallable,Category="VRM4U", meta = (DevelopmentOnly)) //static bool VRMBakeAnim(const USkeletalMeshComponent *skc, const FString &FilePath, const FString &AssetFileName); //UFUNCTION(BlueprintCallable,Category="VRM4U") //static void VRMTransMatrix(const FTransform &transform, TArray &matrix, TArray &matrix_inv); //UFUNCTION(BlueprintPure, Category = "VRM4U") //static void VRMGetMorphTargetList(const USkeletalMesh *target, TArray &morphTargetList); UFUNCTION(BlueprintCallable, Category = "VRM4U") static int EvaluateCurvesFromSequence(const UMovieSceneSequence* Seq, float FrameNo, TArray& names, TArray& curves); };