working in-editor hand animation

This commit is contained in:
Mamadou Babaei
2023-03-28 10:39:53 +02:00
parent 7c1f239fb1
commit d99655ec10
2 changed files with 11 additions and 0 deletions
@@ -71,6 +71,11 @@ void FSGVirtualHandAnimInstanceProxy::PreEvaluateAnimation(UAnimInstance* InAnim
return;
}
if (!VirtualHand->IsGloveConnected())
{
return;
}
BonesRotations.Empty();
BonesRotations = VirtualHand->GetFingersBonesRotations();
}
@@ -173,6 +173,7 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
bTickInEditor = true;
bNeverNeedsRenderUpdate = false;
bAllowConcurrentTick = true;
SetUpdateAnimationInEditor(true);
SetCastShadow(true);
SetCastHiddenShadow(false);
@@ -335,6 +336,11 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
{
TMap<FName, FRotator> Rotations;
if(!IsGloveConnected())
{
return MoveTemp(Rotations);
}
const USGHandPose* HandPose = GetHandPose();
if (!IsValid(HandPose))
{