animation blueprint中的几种notify,神马通知碰撞开启关闭的东东都可以使用notify
1、简单的通知(blueprint)
直接在sequence or montage中new个Event

然后在graph中接收。

2、简单的通知(c++)
首先,animation bp必须是继承自定义的AnimInstance

然后新建两个通知AnimNotify_Begin和AnimNotify_End
方法的命名规则必须是AnimNotify_XXX,因为引擎里的代码就是这样匹配的

完整代码
MyAnimInstance.h
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| #pragma once #include "Animation/AnimInstance.h" #include "MyAnimInstance.generated.h"
UCLASS() class MYSLATE_API UMyAnimInstance : public UAnimInstance { GENERATED_BODY() public: UMyAnimInstance(); UFUNCTION(BlueprintCallable, Category = "MyAnim") bool IsMoving(); UFUNCTION(BlueprintCallable, Category = "MyAnim") ACharacter* GetOwnerChar(); UFUNCTION(BlueprintCallable, Category = "MyAnim") void AnimNotify_Begin(UAnimNotify* Notify); UFUNCTION(BlueprintCallable, Category = "MyAnim") void AnimNotify_End(UAnimNotify* Notify); private: ACharacter* mOwnerChar; };
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MyAnimInstance.cpp
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| #include "MySlate.h" #include "MyAnimInstance.h" #include "Engine.h" #include "MyChar.h" UMyAnimInstance::UMyAnimInstance() { mOwnerChar = nullptr; } bool UMyAnimInstance::IsMoving() { ACharacter* character = GetOwnerChar(); if (!character) return false; float wallSpeed = FVector::DotProduct(character->GetVelocity(), character->GetActorRotation().Vector()); return wallSpeed > 0.f ? true : false; } ACharacter* UMyAnimInstance::GetOwnerChar() { if (!mOwnerChar) { APawn* owner = TryGetPawnOwner(); mOwnerChar = owner ? Cast<ACharacter>(owner) : nullptr; } return mOwnerChar; } void UMyAnimInstance::AnimNotify_Begin(UAnimNotify * Notify) { AMyChar* mychar = Cast<AMyChar>(GetOwnerChar()); if (mychar) { FString str = FString::Printf(TEXT("--- AnimNotify_Begin - %d"), mychar->mHealth); GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, str); } } void UMyAnimInstance::AnimNotify_End(UAnimNotify * Notify) { FString str = FString::Printf(TEXT("--- AnimNotify_End")); GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Yellow, str); }
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蓝图中直接new一个notify就ok了,逻辑都在c++中做。
当然,你可以new个bp继承MyAnimInstance,然后动画蓝图再继承这个bp,这样扩展性好了。

3、单独起个AnimNotify类(blueprint,c++自己去转换)

可以重写两个方法,和其一些变量

然后添加到animation sequence or montage中

4、(最灵活)单独起个AnimNotifyState类(blueprint,c++自己去转换)

可以重写4个方法

然后添加到animation sequence or montage中,可以控制通知长度,也就是tick

其实看下源码就可以知道,里面这些东西是怎么调用的
