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FunnyGirl/Plugins/VRM4U/Source/VRM4UEditor/Public/VrmEditorBPFunctionLibrary.h
T
2026-05-19 13:42:41 +07:00

40 lines
1.2 KiB
C++

// 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<FLinearColor> &matrix, TArray<FLinearColor> &matrix_inv);
//UFUNCTION(BlueprintPure, Category = "VRM4U")
//static void VRMGetMorphTargetList(const USkeletalMesh *target, TArray<FString> &morphTargetList);
UFUNCTION(BlueprintCallable, Category = "VRM4U")
static int EvaluateCurvesFromSequence(const UMovieSceneSequence* Seq, float FrameNo, TArray<FString>& names, TArray<float>& curves);
};