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LuFG VR VIS
VR-Group
Unreal-Development
Plugins
Character Plugin
Commits
9056b6e6
Commit
9056b6e6
authored
1 year ago
by
Jonathan Ehret
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improve usage of FacialExpression and facial animation in combination
parent
c17b7335
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Source/CharacterPlugin/Private/Helper/VHFaceAnimation.cpp
+8
-0
8 additions, 0 deletions
Source/CharacterPlugin/Private/Helper/VHFaceAnimation.cpp
Source/CharacterPlugin/Public/VirtualHuman.h
+1
-1
1 addition, 1 deletion
Source/CharacterPlugin/Public/VirtualHuman.h
with
9 additions
and
1 deletion
Source/CharacterPlugin/Private/Helper/VHFaceAnimation.cpp
+
8
−
0
View file @
9056b6e6
...
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@@ -188,6 +188,14 @@ void UVHFaceAnimation::TickComponent(float DeltaTime, ELevelTick TickType,
}
else
{
if
(
bResetFaceAfterFinish
)
{
//in case this is used together with a FacialExpression
//we have to do this, so that the right data is pulled from the
// FacialExpression component every frame (especially before staring that actual animation)
ResetFace
();
}
}
}
bool
UVHFaceAnimation
::
InternalLoadFile
(
FString
FileName
)
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Source/CharacterPlugin/Public/VirtualHuman.h
+
1
−
1
View file @
9056b6e6
...
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@@ -114,7 +114,7 @@ protected:
//custom idle animations can be specified t o be used (played in the DefualtSlot)
//CAUTION: this currently does not work together with walking or pointing
UPROPERTY
(
EditAnywhere
)
UPROPERTY
(
EditAnywhere
,
BlueprintReadWrite
)
TArray
<
UAnimSequence
*>
CustomIdleAnimations
;
private:
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