minor fixes
This commit is contained in:
@@ -93,7 +93,7 @@ bool FSGVirtualHandAnimInstanceProxy::Evaluate(FPoseContext& Output)
|
|||||||
const USkeletalMesh* HandMesh{VirtualHand->
|
const USkeletalMesh* HandMesh{VirtualHand->
|
||||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
||||||
GetSkeletalMeshAsset()
|
GetSkeletalMeshAsset()
|
||||||
#else
|
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||||
SkeletalMesh
|
SkeletalMesh
|
||||||
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||||
};
|
};
|
||||||
@@ -108,13 +108,13 @@ bool FSGVirtualHandAnimInstanceProxy::Evaluate(FPoseContext& Output)
|
|||||||
return FAnimInstanceProxy::Evaluate(Output);
|
return FAnimInstanceProxy::Evaluate(Output);
|
||||||
}
|
}
|
||||||
|
|
||||||
FComponentSpacePoseContext PoseContext(Output.AnimInstanceProxy);
|
FComponentSpacePoseContext PoseContext{Output.AnimInstanceProxy};
|
||||||
PoseContext.Pose.InitPose(Output.Pose);
|
PoseContext.Pose.InitPose(Output.Pose);
|
||||||
|
|
||||||
for (const TTuple<FName, FRotator>& Bone: BonesRotations)
|
for (const TTuple<FName, FRotator>& Bone: BonesRotations)
|
||||||
{
|
{
|
||||||
FName BoneName(Bone.Key);
|
FName BoneName{Bone.Key};
|
||||||
FRotator BoneRotation(Bone.Value);
|
FRotator BoneRotation{Bone.Value};
|
||||||
|
|
||||||
const int32 BoneIndex = GetRequiredBones().GetPoseBoneIndexForBoneName(BoneName);
|
const int32 BoneIndex = GetRequiredBones().GetPoseBoneIndexForBoneName(BoneName);
|
||||||
if (BoneIndex == INDEX_NONE)
|
if (BoneIndex == INDEX_NONE)
|
||||||
|
|||||||
@@ -197,8 +197,8 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
|
|||||||
bRight = true;
|
bRight = true;
|
||||||
bHiddenInGameIfNoGloveDetected = true;
|
bHiddenInGameIfNoGloveDetected = true;
|
||||||
|
|
||||||
const FString SkeletalMeshPath(Pimpl->GetDefaultMeshPath());
|
const FString SkeletalMeshPath{Pimpl->GetDefaultMeshPath()};
|
||||||
const ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMesh(*SkeletalMeshPath);
|
const ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMesh{*SkeletalMeshPath};
|
||||||
ensureAlwaysMsgf(SkeletalMesh.Succeeded() && SkeletalMesh.Object,
|
ensureAlwaysMsgf(SkeletalMesh.Succeeded() && SkeletalMesh.Object,
|
||||||
TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
|
TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
|
||||||
Super::SetSkeletalMesh(SkeletalMesh.Object, true);
|
Super::SetSkeletalMesh(SkeletalMesh.Object, true);
|
||||||
@@ -229,9 +229,11 @@ void USGVirtualHandComponent::PostEditChangeProperty(FPropertyChangedEvent& Prop
|
|||||||
{
|
{
|
||||||
Super::PostEditChangeProperty(PropertyChangedEvent);
|
Super::PostEditChangeProperty(PropertyChangedEvent);
|
||||||
|
|
||||||
const FName PropertyName{PropertyChangedEvent.Property
|
const FName PropertyName{
|
||||||
|
PropertyChangedEvent.Property
|
||||||
? PropertyChangedEvent.Property->GetFName()
|
? PropertyChangedEvent.Property->GetFName()
|
||||||
: NAME_None};
|
: NAME_None
|
||||||
|
};
|
||||||
if (PropertyName == GET_MEMBER_NAME_CHECKED(USGVirtualHandComponent, bRight))
|
if (PropertyName == GET_MEMBER_NAME_CHECKED(USGVirtualHandComponent, bRight))
|
||||||
{
|
{
|
||||||
if (!Pimpl->IsUsingUserMesh())
|
if (!Pimpl->IsUsingUserMesh())
|
||||||
@@ -294,7 +296,7 @@ bool USGVirtualHandComponent::IsGloveConnected() const
|
|||||||
|
|
||||||
USGHandPose* USGVirtualHandComponent::GetHandPose()
|
USGHandPose* USGVirtualHandComponent::GetHandPose()
|
||||||
{
|
{
|
||||||
USGHandPose* HandPose = nullptr;
|
USGHandPose* HandPose{nullptr};
|
||||||
|
|
||||||
if (IsValid(Glove))
|
if (IsValid(Glove))
|
||||||
{
|
{
|
||||||
@@ -306,9 +308,11 @@ USGHandPose* USGVirtualHandComponent::GetHandPose()
|
|||||||
|
|
||||||
const FName& USGVirtualHandComponent::GetFingerBoneName(const int32 Finger, const int32 Joint) const
|
const FName& USGVirtualHandComponent::GetFingerBoneName(const int32 Finger, const int32 Joint) const
|
||||||
{
|
{
|
||||||
const FName& Name{IsRight()
|
const FName& Name{
|
||||||
|
IsRight()
|
||||||
? GetRightHandFingerBoneName(Finger, Joint)
|
? GetRightHandFingerBoneName(Finger, Joint)
|
||||||
: GetLeftHandFingerBoneName(Finger, Joint)};
|
: GetLeftHandFingerBoneName(Finger, Joint)
|
||||||
|
};
|
||||||
return Name;
|
return Name;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -340,7 +344,7 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
|
|||||||
{
|
{
|
||||||
TMap<FName, FRotator> Rotations;
|
TMap<FName, FRotator> Rotations;
|
||||||
|
|
||||||
if(!IsGloveConnected())
|
if (!IsGloveConnected())
|
||||||
{
|
{
|
||||||
return MoveTemp(Rotations);
|
return MoveTemp(Rotations);
|
||||||
}
|
}
|
||||||
@@ -384,7 +388,7 @@ USGVirtualHandComponent::FImpl::~FImpl() = default;
|
|||||||
|
|
||||||
bool USGVirtualHandComponent::FImpl::IsEditor() const
|
bool USGVirtualHandComponent::FImpl::IsEditor() const
|
||||||
{
|
{
|
||||||
const UWorld* World = Owner->GetWorld();
|
const UWorld* World{Owner->GetWorld()};
|
||||||
if (World && World->WorldType == EWorldType::Editor)
|
if (World && World->WorldType == EWorldType::Editor)
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
@@ -435,9 +439,10 @@ bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const
|
|||||||
|
|
||||||
USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
|
USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
|
||||||
{
|
{
|
||||||
const FString SkeletalMeshPath(GetDefaultMeshPath());
|
const FString SkeletalMeshPath{GetDefaultMeshPath()};
|
||||||
USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(
|
USkeletalMesh* SkeletalMesh{
|
||||||
StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *SkeletalMeshPath));
|
Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *SkeletalMeshPath))
|
||||||
|
};
|
||||||
|
|
||||||
ensureAlwaysMsgf(SkeletalMesh, TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
|
ensureAlwaysMsgf(SkeletalMesh, TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
|
||||||
|
|
||||||
@@ -454,7 +459,7 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const
|
|||||||
return Owner->
|
return Owner->
|
||||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
||||||
GetSkeletalMeshAsset()
|
GetSkeletalMeshAsset()
|
||||||
#else
|
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||||
SkeletalMesh
|
SkeletalMesh
|
||||||
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||||
;
|
;
|
||||||
@@ -468,7 +473,7 @@ USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const
|
|||||||
return SkeletalMesh->
|
return SkeletalMesh->
|
||||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
||||||
GetSkeleton()
|
GetSkeleton()
|
||||||
#else
|
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||||
Skeleton
|
Skeleton
|
||||||
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||||
;
|
;
|
||||||
@@ -482,7 +487,7 @@ const FReferenceSkeleton& USGVirtualHandComponent::FImpl::GetRefSkeleton() const
|
|||||||
return SkeletalMesh->
|
return SkeletalMesh->
|
||||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
||||||
GetRefSkeleton()
|
GetRefSkeleton()
|
||||||
#else
|
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||||
RefSkeleton
|
RefSkeleton
|
||||||
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||||
;
|
;
|
||||||
|
|||||||
@@ -38,5 +38,4 @@
|
|||||||
ASGPlayerController::ASGPlayerController(const FObjectInitializer& ObjectInitializer)
|
ASGPlayerController::ASGPlayerController(const FObjectInitializer& ObjectInitializer)
|
||||||
: Super(ObjectInitializer)
|
: Super(ObjectInitializer)
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -141,7 +141,7 @@ ASGVirtualHandActor::FImpl::~FImpl() = default;
|
|||||||
|
|
||||||
bool ASGVirtualHandActor::FImpl::IsEditor() const
|
bool ASGVirtualHandActor::FImpl::IsEditor() const
|
||||||
{
|
{
|
||||||
const UWorld* World = Owner->GetWorld();
|
const UWorld* World{Owner->GetWorld()};
|
||||||
if (World && World->WorldType == EWorldType::Editor)
|
if (World && World->WorldType == EWorldType::Editor)
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
|
|||||||
Reference in New Issue
Block a user