ue4 动画相关方法杂记

加载资源文件中的 骨骼,动画,蒙太奇-----------------------------------------


FName anis("/Game/FirstPerson/Animations/FirstPerson_JumpLoop.FirstPerson_JumpLoop");
UAnimInstance*animIns = Cast<UAnimInstance>(StaticLoadObject(UAnimInstance::StaticClass(), NULL, *anis.ToString()));

FName ske("/Game/FirstPerson/Character/Mesh/SK_Mannequin_Arms_Skeleton.SK_Mannequin_Arms_Skeleton");
USkeleton*skeletal = Cast<USkeleton>(StaticLoadObject(USkeleton::StaticClass(), NULL, *ske.ToString()));
ani1->SetSkeleton(skeletal);

UAnimMontage加载方法类似



动态加载并播放动画----------------------------------------------------------------

YourCharacter.h

 UAnimSequence *Anim;
 
 class YourCharacter : public ACharacter
 {
     ...
     
     UAnimSequence *Anim;
     
     ...
 }

YourCharacter.cpp

 AMyProject3Character::AMyProject3Character()
 {
     static ConstructorHelpers::FObjectFinder<UAnimSequence> anim(TEXT("AnimSequence'/Game/Mannequin/Animations/ThirdPersonJump_Start.ThirdPersonJump_Start'"));
     Anim = anim.Object;
 }

Playing animation:

 bool bLoop = false;
 GetMesh()->PlayAnimation(Anim, bLoop);



原文地址:https://www.cnblogs.com/nafio/p/9137041.html