Animation Property Access System in C++?

Hey, thank you. I actually just read this, but it’s not clear if this proxy is the same thing that is being done in the lyra example? I’m doing what they are doing and using the BlueprintThreadSafeUpdateAnimation function which accesses values using the propery access system node.

It’s has been easy moving most of the blueprint logic to my c++ anim instance class until I need to access a property that is using this node:

Are you saying the equivalent of this blueprint node in c++ is to use the anim proxy struct? Will it be safe to access proxy variables in my c++ anim instance thread safe functions?? If so do you know where I can find a better example then the docs linked? I have not been able to find anythign besides that doc, no forum posts, questions, blogs, etc…

Just to be clear, all I’m trying to do is “TryGetPawnOwner.GetActorLocation” in my c++ thread safe function. In blueprints it won’t let you make that function call unless you use the property access node, whereas in c++ im not sure how to do this.

If I was to follow that doc, its suggesting I create a proxy struct, update the GetActorLocation variable like I normal would (Just calling TryGetPawnOwner->GetActorLocation()) inside the proxy update, then back in the c++ anim instance function get the proxy to access the variable?

Should I move all my c++ anim instance variables over to the proxy? or just the variables that are using the property access system nodes (thread safe variables)?

Btw TryGetPawnOwner is not accessible from the Proxy. I’m guessing the correct way to get that would be to set an owner variable on the proxy during its initialization becuase it passes in the Anim Instance, and accessing the GetActorLocation() from that? Assuming everything else I said is correct.

1 Like