Showing posts with label debug. Show all posts
Showing posts with label debug. Show all posts

Friday, November 29, 2019

Animation programming in UE4 and about GetEvaluateGraphExposedInputs

My input data was missed in my custom AnimNode and find out that I missed a call function.

GetEvaluateGraphExposedInputs().Execute(Context);

What GetEvaluateGraphExposedInputs().Execute(Context) does is copy all the input data into AnimNode. (That's why there is some cost...)

If you look at the AnimNodeBase.cpp and line 675 there are function FExposedValueHandler::Execute function.

Tuesday, November 26, 2019

Use Ue4's DrawDebugSphere in AnimNode

When we use DrawDebugSphere function for debugging, it is working well but when you are trying to use it in anim node's function it will be a problem.

Basically AnimNode will be updated multithreaded so if you want to use DrawDebugSphere in AnimNode then you should use AnimDrawDebugSphere instead.

It will reserve all the command in local TArray and then processed correctly.


Context.AnimInstanceProxy->AnimDrawDebugSphere(outTransform.GetLocation(), 3.f, 32, FColor::Green, false, 1.0f);


Use like above.

Task in UnrealEngine

 https://www.youtube.com/watch?v=1lBadANnJaw