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  • 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);



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