
Sakeador/BertUn55
71B
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Updated
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2
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stringlengths 1
167
| headerPath
stringlengths 14
166
| description
stringlengths 0
1.62k
| module
stringlengths 3
36
| code
stringlengths 0
11.4k
| variables
listlengths 0
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ACLAllocator::allocate
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
virtual void * allocate ( size_t size, size_t alignment )
|
[] |
|
ACLAllocator::deallocate
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
virtual void deallocate ( void * ptr, size_t size )
|
[] |
|
ACLAllocator
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
The ACL allocator implementation simply forwards to the default heap allocator.
|
ACLPlugin
|
class ACLAllocator : public iallocator
|
[] |
ACLCompressionLevel
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
An enum for ACL compression levels.
|
ACLPlugin
|
enum ACLCompressionLevel { ACLCL_Lowest, ACLCL_Low, ACLCL_Medium, ACLCL_High, ACLCL_Highest, }
|
[] |
ACLSafetyFallbackResult
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
An enum that represents the result of attempting to use a safety fallback codec.
|
ACLPlugin
|
enum ACLSafetyFallbackResult { Success, Failure, Ignored, }
|
[] |
ACLVectorFormat
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
An enum for ACL Vector3 formats.
|
ACLPlugin
|
enum ACLVectorFormat { ACLVF_Vector3_96, ACLVF_Vector3_Variable, }
|
[] |
ACLVisualFidelity
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
An enum to represent the ACL visual fidelity level.
|
ACLPlugin
|
enum ACLVisualFidelity { Highest, Medium, Lowest, }
|
[] |
ACLVisualFidelityChangeResult
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
An enum to represent the result of latent visual fidelity change requests.
|
ACLPlugin
|
enum ACLVisualFidelityChangeResult { Dispatched, Completed, Failed, }
|
[] |
BuildACLTransformTrackArray
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
acl::track_array_qvvf BuildACLTransformTrackArray ( [ACLAllocator](API\Plugins\ACLPlugin\ACLAllocator) & AllocatorImpl, const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, float DefaultVirtualVertexDistance, float SafeVirtualVertexDistance, bool bBuildAdditiveBase )
|
[] |
|
FACLCompressedAnimData::Bind
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
ICompressedAnimDataimplementation.
|
ACLPlugin
|
virtual void Bind ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > BulkData )
|
[] |
FACLCompressedAnimData::GetApproxCompressedSize
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
ACLPlugin
|
virtual int64 GetApproxCompressedSize() const
|
[] |
|
FACLCompressedAnimData::GetCompressedTracks
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
ACLPlugin
|
const acl::compressed_tracks * GetCompressedTracks() const
|
[] |
|
ACLRotationFormat
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
UE4 equivalents for some ACL enums An enum for ACL rotation formats.
|
ACLPlugin
|
enum ACLRotationFormat { ACLRF_Quat_128, ACLRF_QuatDropW_96, ACLRF_QuatDropW_Variable, }
|
[] |
FACLCompressedAnimData::IsValid
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
ACLPlugin
|
virtual bool IsValid() const
|
[] |
|
FACLCompressedAnimData
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
ACLPlugin
|
struct FACLCompressedAnimData : public [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData)
|
[
{
"type": "TArrayView< uin...",
"name": "CompressedByteStream",
"description": "Holds the compressed_tracks instance"
}
] |
|
FACLDatabaseCompressedAnimData::Bind
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
ACLPlugin
|
virtual void Bind ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > BulkData )
|
[] |
|
FACLDatabaseCompressedAnimData::GetCompressedTracks
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
ACLPlugin
|
const acl::compressed_tracks * GetCompressedTracks() const
|
[] |
|
FACLDatabaseCompressedAnimData::GetApproxCompressedSize
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
ACLPlugin
|
virtual int64 GetApproxCompressedSize() const
|
[] |
|
FACLDatabaseCompressedAnimData::IsValid
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
ACLPlugin
|
virtual bool IsValid() const
|
[] |
|
FACLDatabaseCompressedAnimData::SerializeCompressedData
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
ACLPlugin
|
virtual void SerializeCompressedData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
|
FACLDatabaseCompressedAnimData::~FACLDatabaseCompressedAnimData
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
ICompressedAnimDataimplementation.
|
ACLPlugin
|
virtual ~FACLDatabaseCompressedAnimData()
|
[] |
FFidelityChangeRequest
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
Represents a pending visual fidelity change request
|
ACLPlugin
|
struct FFidelityChangeRequest
|
[
{
"type": "bool",
"name": "bIsInProgress",
"description": ""
},
{
"type": "ACLVisualFideli...",
"name": "Fidelity",
"description": ""
},
{
"type": "uint32",
"name": "RequestID",
"description": ""
},
{
"type": "ACLVisualFideli...",
"name": "Result",
"description": ""
}
] |
FACLDatabaseCompressedAnimData
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
ACLPlugin
|
struct FACLDatabaseCompressedAnimData : public [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData)
|
[
{
"type": "constUAnimBone...",
"name": "Codec",
"description": "The codec instance that owns us."
},
{
"type": "TArrayView< uin...",
"name": "CompressedByteStream",
"description": "Maps the compressed_tracks instance. Used in cooked build only."
},
{
"type": "TArray< uint8 >",
"name": "CompressedClip",
"description": "Holds the compressed_tracks instance for the anim sequence"
},
{
"type": "acl::database_c...",
"name": "DatabaseContext",
"description": "Maps the database context instance. Used in cooked build only."
},
{
"type": "uint32",
"name": "SequenceNameHash",
"description": "The sequence name hash that owns this data."
}
] |
|
GetCompressionLevel
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
acl::compression_level8 GetCompressionLevel ( [ACLCompressionLevel](API\Plugins\ACLPlugin\ACLCompressionLevel) Level )
|
[] |
|
GetVectorFormat
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
acl::vector_format8 GetVectorFormat ( [ACLVectorFormat](API\Plugins\ACLPlugin\ACLVectorFormat) Format )
|
[] |
|
GetRotationFormat
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
Editor only utilities
|
ACLPlugin
|
acl::rotation_format8 GetRotationFormat ( [ACLRotationFormat](API\Plugins\ACLPlugin\ACLRotationFormat) Format )
|
[] |
IACLPlugin::Get
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/IACLPluginModule.h
|
ACLPlugin
|
static [IACLPlugin](API\Plugins\ACLPlugin\IACLPlugin) & Get()
|
[] |
|
IACLPlugin::IsAvailable
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/IACLPluginModule.h
|
ACLPlugin
|
static bool IsAvailable()
|
[] |
|
IACLPlugin
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/IACLPluginModule.h
|
The main ACL plugin module interface.
|
ACLPlugin
|
class IACLPlugin : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
|
[] |
QuatCast
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
rtm::quatf RTM_SIMD_CALL QuatCast ( const FQuat4d & Input )
|
[] |
|
QuatCast
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
rtm::quatf RTM_SIMD_CALL QuatCast ( const FQuat4f & Input )
|
[] |
|
QuatCast
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
FQuat4f RTM_SIMD_CALL QuatCast ( rtm::quatf_arg0 Input )
|
[] |
|
QuatCastD
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
FQuat RTM_SIMD_CALL QuatCastD ( rtm::quatf_arg0 Input )
|
[] |
|
TransformCast
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
rtm::qvvf RTM_SIMD_CALL TransformCast ( const FTransform & Input )
|
[] |
|
TransformCast
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
FTransform RTM_SIMD_CALL TransformCast ( rtm::qvvf_arg0 Input )
|
[] |
|
UAnimationCompressionLibraryDatabase::BeginDestroy
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
UObjectimplementation.
|
ACLPlugin
|
virtual void BeginDestroy()
|
[] |
UAnimationCompressionLibraryDatabase::GetVisualFidelity
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
Retrieves the current visual fidelity level.
|
ACLPlugin
|
[ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) GetVisualFidelity() const
|
[] |
UAnimationCompressionLibraryDatabase::GetVisualFidelity
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
ACLPlugin
|
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Animation|ACL", Meta=(DisplayName="Get Database Visual Fidelity")) static [ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) GetVisualFidelity ( [UAnimationCompressionLibraryDatabase](API\Plugins\ACLPlugin\UAnimationCompressionLibraryData-) * DatabaseAsset )
|
[] |
|
UAnimationCompressionLibraryDatabase::PostEditChangeProperty
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
UObjectimplementation.
|
ACLPlugin
|
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
|
[] |
UAnimationCompressionLibraryDatabase::PostLoad
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
|
ACLPlugin
|
virtual void PostLoad()
|
[] |
UAnimationCompressionLibraryDatabase::PreSave
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
Objects created from within PreSave will NOT have PreSave called on them!!!
|
ACLPlugin
|
virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )
|
[] |
UAnimationCompressionLibraryDatabase::Serialize
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
|
ACLPlugin
|
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UAnimationCompressionLibraryDatabase::SetVisualFidelity
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
Initiate a latent database change in visual fidelity by streaming in/out as necessary.
|
ACLPlugin
|
void SetVisualFidelity ( [ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) VisualFidelity )
|
[] |
UAnimationCompressionLibraryDatabase::SetVisualFidelity
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
Initiate a latent database change in quality by streaming in/out as necessary.
|
ACLPlugin
|
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Animation|ACL", Meta=(DisplayName="Set Database Visual Fidelity", WorldContext="WorldContextObject", Latent, LatentInfo="LatentInfo", ExpandEnumAsExecs="Result")) static void SetVisualFidelity ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [UAnimationCompressionLibraryDatabase](API\Plugins\ACLPlugin\UAnimationCompressionLibraryData-) * DatabaseAsset, [ACLVisualFidelityChangeResult](API\Plugins\ACLPlugin\ACLVisualFidelityChangeResult) & Result, [ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) VisualFidelity )
|
[] |
UAnimationCompressionLibraryDatabase::UpdateReferencingAnimSequenceList
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
Updates the internal list of anim sequences that reference this database. Returns whether or not anything changed.
|
ACLPlugin
|
bool UpdateReferencingAnimSequenceList()
|
[] |
UAnimationCompressionLibraryDatabase::UAnimationCompressionLibraryDatabase
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
ACLPlugin
|
UAnimationCompressionLibraryDatabase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimationCompressionLibraryDatabase
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
|
An ACL database object references severalUAnimSequenceinstances that it contains.
|
ACLPlugin
|
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="ACL Database")) class UAnimationCompressionLibraryDatabase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
|
[] |
UAnimBoneCompressionCodec_ACL::DecompressBone
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
|
Decompress a single bone.
|
ACLPlugin
|
virtual void DecompressBone ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex, FTransform & OutAtom ) const
|
[] |
UAnimBoneCompressionCodec_ACL::DecompressPose
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
|
UAnimBoneCompressionCodecimplementation.
|
ACLPlugin
|
virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const
|
[] |
UAnimBoneCompressionCodec_ACL::GetCompressionSettings
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
|
UAnimBoneCompressionCodec_ACLBaseimplementation
|
ACLPlugin
|
virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const
|
[] |
UAnimBoneCompressionCodec_ACL::GetOptimizationTargets
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
|
Party code - Epic Games End
|
ACLPlugin
|
virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > GetOptimizationTargets() const
|
[] |
UAnimBoneCompressionCodec_ACL::PopulateDDCKey
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
|
UAnimBoneCompressionCodecimplementation
|
ACLPlugin
|
virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UAnimBoneCompressionCodec_ACL::UAnimBoneCompressionCodec_ACL
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
|
ACLPlugin
|
UAnimBoneCompressionCodec_ACL ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimBoneCompressionCodec_ACL
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
|
Uses the open source Animation Compression Library with default settings suitable for general purpose animations.
|
ACLPlugin
|
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL")) class UAnimBoneCompressionCodec_ACL : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)
|
[
{
"type": "TArray<TObject...",
"name": "OptimizationTargets",
"description": "The skeletal meshes used to estimate the skinning deformation during compression."
}
] |
UAnimBoneCompressionCodec_ACLBase::AllocateAnimData
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
UAnimBoneCompressionCodecimplementation.
|
ACLPlugin
|
virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) > AllocateAnimData() const
|
[] |
UAnimBoneCompressionCodec_ACLBase::ByteSwapIn
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
Handles Byte-swapping incoming animation data from a MemoryReader
|
ACLPlugin
|
virtual void ByteSwapIn ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryStream ) const
|
[] |
UAnimBoneCompressionCodec_ACLBase::ByteSwapOut
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
Handles Byte-swapping outgoing animation data to an array of BYTEs
|
ACLPlugin
|
virtual void ByteSwapOut ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryStream ) const
|
[] |
UAnimBoneCompressionCodec_ACLBase::ExecuteSafetyFallback
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
ACLPlugin
|
virtual [ACLSafetyFallbackResult](API\Plugins\ACLPlugin\ACLSafetyFallbackResult) ExecuteSafetyFallback ( acl::iallocator & Allocator, const acl::compression_settings & Settings, const acl::track_array_qvvf & RawClip, const acl::track_array_qvvf & BaseClip, const acl::compressed_tracks & CompressedClipData, const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )
|
[] |
|
UAnimBoneCompressionCodec_ACLBase::PopulateDDCKey
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
Party code - Epic Games Begin
|
ACLPlugin
|
virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UAnimBoneCompressionCodec_ACLBase::UseDatabase
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
Our implementation.
|
ACLPlugin
|
virtual bool UseDatabase() const
|
[] |
UAnimBoneCompressionCodec_ACLBase::RegisterWithDatabase
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
ACLPlugin
|
virtual void RegisterWithDatabase ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )
|
[] |
|
UAnimBoneCompressionCodec_ACLBase::UAnimBoneCompressionCodec_ACLBase
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
ACLPlugin
|
UAnimBoneCompressionCodec_ACLBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimBoneCompressionCodec_ACLBase::Compress
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
UAnimBoneCompressionCodecimplementation.
|
ACLPlugin
|
virtual bool Compress ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )
|
[] |
UAnimBoneCompressionCodec_ACLBase
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
|
The base codec implementation for ACL support.
|
ACLPlugin
|
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, MinimalAPI) class UAnimBoneCompressionCodec_ACLBase : public [UAnimBoneCompressionCodec](API\Runtime\Engine\Animation\UAnimBoneCompressionCodec)
|
[
{
"type": "TEnumAsByte<AC...",
"name": "CompressionLevel",
"description": "The compression level to use."
},
{
"type": "float",
"name": "DefaultVirtualVertexDistance",
"description": "The default virtual vertex distance for normal bones."
},
{
"type": "float",
"name": "ErrorThreshold",
"description": "The error threshold to use when optimizing and compressing the animation sequence."
},
{
"type": "void virtual Ge...",
"name": "GetOptimizationTargets",
"description": "Party code - Epic Games Begin"
},
{
"type": "float",
"name": "SafeVirtualVertexDistance",
"description": "The virtual vertex distance for bones that requires extra accuracy."
}
] |
UAnimBoneCompressionCodec_ACLCustom::DecompressBone
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
|
Decompress a single bone.
|
ACLPlugin
|
virtual void DecompressBone ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex, FTransform & OutAtom ) const
|
[] |
UAnimBoneCompressionCodec_ACLCustom::DecompressPose
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
|
UAnimBoneCompressionCodecimplementation.
|
ACLPlugin
|
virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const
|
[] |
UAnimBoneCompressionCodec_ACLCustom::GetCompressionSettings
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
|
UAnimBoneCompressionCodec_ACLBaseimplementation
|
ACLPlugin
|
virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const
|
[] |
UAnimBoneCompressionCodec_ACLCustom::GetOptimizationTargets
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
|
Party code - Epic Games End
|
ACLPlugin
|
virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > GetOptimizationTargets() const
|
[] |
UAnimBoneCompressionCodec_ACLCustom::PopulateDDCKey
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
|
UAnimBoneCompressionCodecimplementation
|
ACLPlugin
|
virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UAnimBoneCompressionCodec_ACLCustom::UAnimBoneCompressionCodec_ACLCustom
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
|
ACLPlugin
|
UAnimBoneCompressionCodec_ACLCustom ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimBoneCompressionCodec_ACLCustom
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
|
Uses the open source Animation Compression Library with custom settings suitable for debugging purposes.
|
ACLPlugin
|
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL Custom")) class UAnimBoneCompressionCodec_ACLCustom : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)
|
[
{
"type": "float",
"name": "ConstantRotationThresholdAngle",
"description": "The threshold used to detect constant rotation tracks."
},
{
"type": "float",
"name": "ConstantScaleThreshold",
"description": "The threshold used to detect constant scale tracks."
},
{
"type": "float",
"name": "ConstantTranslationThreshold",
"description": "The threshold used to detect constant translation tracks."
},
{
"type": "TArray<TObject...",
"name": "OptimizationTargets",
"description": "The skeletal meshes used to estimate the skinning deformation during compression."
},
{
"type": "TEnumAsByte<AC...",
"name": "RotationFormat",
"description": "The rotation format to use."
},
{
"type": "TEnumAsByte<AC...",
"name": "ScaleFormat",
"description": "The scale format to use."
},
{
"type": "TEnumAsByte<AC...",
"name": "TranslationFormat",
"description": "The translation format to use."
}
] |
UAnimBoneCompressionCodec_ACLDatabase::AllocateAnimData
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
UAnimBoneCompressionCodecimplementation.
|
ACLPlugin
|
virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) > AllocateAnimData() const
|
[] |
UAnimBoneCompressionCodec_ACLDatabase::ByteSwapIn
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
Handles Byte-swapping incoming animation data from a MemoryReader
|
ACLPlugin
|
virtual void ByteSwapIn ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryStream ) const
|
[] |
UAnimBoneCompressionCodec_ACLDatabase::ByteSwapOut
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
Handles Byte-swapping outgoing animation data to an array of BYTEs
|
ACLPlugin
|
virtual void ByteSwapOut ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryStream ) const
|
[] |
UAnimBoneCompressionCodec_ACLDatabase::DecompressBone
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
Decompress a single bone.
|
ACLPlugin
|
virtual void DecompressBone ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex, FTransform & OutAtom ) const
|
[] |
UAnimBoneCompressionCodec_ACLDatabase::DecompressPose
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
Decompresses all the specified bone tracks. The caller is responsible for pre-filling the output pose with sensible values (e.g. reference/bind/additive identity pose) as the codec will only decompress and write out tracks that are contained in the compressed data.
|
ACLPlugin
|
virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const
|
[] |
UAnimBoneCompressionCodec_ACLDatabase::GetCompressionSettings
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
Part code - Epic Games Begin
|
ACLPlugin
|
virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const
|
[] |
UAnimBoneCompressionCodec_ACLDatabase::GetOptimizationTargets
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
Part code - Epic Games End
|
ACLPlugin
|
virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > GetOptimizationTargets() const
|
[] |
UAnimBoneCompressionCodec_ACLDatabase::GetPreloadDependencies
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
UObject.
|
ACLPlugin
|
virtual void GetPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )
|
[] |
UAnimBoneCompressionCodec_ACLDatabase::PopulateDDCKey
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
UAnimBoneCompressionCodecimplementation
|
ACLPlugin
|
virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UAnimBoneCompressionCodec_ACLDatabase::PreSave
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
Objects created from within PreSave will NOT have PreSave called on them!!!
|
ACLPlugin
|
virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )
|
[] |
UAnimBoneCompressionCodec_ACLDatabase::UAnimBoneCompressionCodec_ACLDatabase
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
ACLPlugin
|
UAnimBoneCompressionCodec_ACLDatabase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimBoneCompressionCodec_ACLDatabase::RegisterWithDatabase
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
ACLPlugin
|
virtual void RegisterWithDatabase ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )
|
[] |
|
UAnimBoneCompressionCodec_ACLDatabase::UseDatabase
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
UAnimBoneCompressionCodec_ACLBaseimplementation.
|
ACLPlugin
|
virtual bool UseDatabase() const
|
[] |
UAnimBoneCompressionCodec_ACLDatabase
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
|
Uses the open source Animation Compression Library with default settings and database support. The referenced database can be used to strip the least important keyframes on a per platform basis or they can be streamed in/out on demand through Blueprint or C++.
|
ACLPlugin
|
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL Database")) class UAnimBoneCompressionCodec_ACLDatabase : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)
|
[
{
"type": "TObjectPtr<UAn...",
"name": "DatabaseAsset",
"description": "The database asset that will hold the compressed animation data."
},
{
"type": "TArray<TObject...",
"name": "OptimizationTargets",
"description": "The skeletal meshes used to estimate the skinning deformation during compression."
}
] |
UAnimBoneCompressionCodec_ACLSafe::DecompressPose
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
|
UAnimBoneCompressionCodecimplementation
|
ACLPlugin
|
virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const
|
[] |
UAnimBoneCompressionCodec_ACLSafe::DecompressBone
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
|
Decompress a single bone.
|
ACLPlugin
|
virtual void DecompressBone ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex, FTransform & OutAtom ) const
|
[] |
UAnimBoneCompressionCodec_ACLSafe::GetCompressionSettings
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
|
UAnimBoneCompressionCodec_ACLBaseimplementation
|
ACLPlugin
|
virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const
|
[] |
UAnimBoneCompressionCodec_ACLSafe
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
|
Uses the open source Animation Compression Library with the safest and least destructive settings suitable when animations must be preserved with near raw fidelity.
|
ACLPlugin
|
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL Safe")) class UAnimBoneCompressionCodec_ACLSafe : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)
|
[] |
UAnimBoneCompressionCodec_ACLSafe::UAnimBoneCompressionCodec_ACLSafe
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
|
ACLPlugin
|
UAnimBoneCompressionCodec_ACLSafe ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimCurveCompressionCodec_ACL::Compress
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
|
Compresses the curve data from an animation sequence.
|
ACLPlugin
|
virtual bool Compress ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & AnimSeq, [FAnimCurveCompressionResult](API\Runtime\Engine\Animation\FAnimCurveCompressionResult) & OutResult )
|
[] |
UAnimCurveCompressionCodec_ACL::DecompressCurve
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
|
Decompress a single curve. Note: Codecs shouldNOTrely on any member properties during decompression. Decompression behavior should entirely be driven by code and the compressed data.
|
ACLPlugin
|
virtual float DecompressCurve ( const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & AnimSeq, [FName](API\Runtime\Core\UObject\FName) CurveName, float CurrentTime ) const
|
[] |
UAnimCurveCompressionCodec_ACL::DecompressCurves
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
|
UAnimCurveCompressionCodecimplementation.
|
ACLPlugin
|
virtual void DecompressCurves ( const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & AnimSeq, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & Curves, float CurrentTime ) const
|
[] |
UAnimCurveCompressionCodec_ACL::UAnimCurveCompressionCodec_ACL
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
|
ACLPlugin
|
UAnimCurveCompressionCodec_ACL ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimCurveCompressionCodec_ACL::PopulateDDCKey
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
|
UAnimCurveCompressionCodecimplementation.
|
ACLPlugin
|
virtual void PopulateDDCKey ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UAnimCurveCompressionCodec_ACL
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
|
Uses the open source Animation Compression Library with default settings suitable for general purpose animation curves.
|
ACLPlugin
|
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="ACL Curves")) class UAnimCurveCompressionCodec_ACL : public [UAnimCurveCompressionCodec](API\Runtime\Engine\Animation\UAnimCurveCompressionCodec)
|
[
{
"type": "float",
"name": "CurvePrecision",
"description": "The curve precision to target when compressing the animation curves."
},
{
"type": "float",
"name": "MorphTargetPositionPrecision",
"description": "The mesh deformation precision to target when compressing morph target animation curves."
},
{
"type": "TObjectPtr< cla...",
"name": "MorphTargetSource",
"description": "The skeletal mesh used to estimate the morph target deformation during compression."
}
] |
UE4CustomDecompressionSettings
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
typedef acl::debug_transform_decompression_settings UE4CustomDecompressionSettings
|
[] |
|
UAnimBoneCompressionCodec_ACLSafe::PopulateDDCKey
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
|
UAnimBoneCompressionCodecimplementation
|
ACLPlugin
|
virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UE4DebugDatabaseSettings
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
typedef acl::debug_database_settings UE4DebugDatabaseSettings
|
[] |
|
database_settings_type
|
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
|
ACLPlugin
|
typedef [UE4DebugDatabaseSettings](API\Plugins\ACLPlugin\UE4DebugDatabaseSettings) database_settings_type
|
[] |
Using the unreal-engine-5-code hf dataset by AdamCodd, I split the data into smaller chunks for RAG systems
Branches
main
:
chunked-8k
:
{module_name}.jsonl
if ≤ 8000 tokens. {module_name}_{header_name}.jsonl
{module_name}_{header_name}_{chunk_number}.jsonl
[Link](Link/Address)
) has been removed, leaving just the relevant Link
text to preserve the data