className
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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|
---|---|---|---|---|---|
UK2Node_BaseAttributeActionNode::GetNodeTitle
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
Gets the name of this node, shown in title bar
|
AnimationBlueprintLibrary
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
|
[] |
ValuePinName
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
static [FName](API\Runtime\Core\UObject\FName) ValuePinName;
|
[] |
|
UK2Node_BaseAttributeActionNode::IsConnectionDisallowed
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
true, is pins cannot be connected due to node's inner logic, put message for user in OutReason
|
AnimationBlueprintLibrary
|
virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const
|
[] |
ValuesPinName
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
static [FName](API\Runtime\Core\UObject\FName) ValuesPinName;
|
[] |
|
UK2Node_BaseAttributeActionNode::UK2Node_BaseAttributeActionNode
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
UK2Node_BaseAttributeActionNode()
|
[] |
|
UK2Node_BaseAttributeActionNode
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
Base node implementation to reduce duplicated behaviour for different BlueprintLibrary functions
|
AnimationBlueprintLibrary
|
class UK2Node_BaseAttributeActionNode : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)
|
[
{
"type": "FText",
"name": "AttributeActionFormat",
"description": ""
},
{
"type": "FName",
"name": "AttributeValuePinName",
"description": ""
}
] |
UK2Node_GetAttributeKeyGeneric::UK2Node_GetAttributeKeyGeneric
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
UK2Node_GetAttributeKeyGeneric()
|
[] |
|
UK2Node_GetAttributeKeyGeneric
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
class UK2Node_GetAttributeKeyGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)
|
[] |
|
UK2Node_GetAttributeKeysGeneric::UK2Node_GetAttributeKeysGeneric
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
UK2Node_GetAttributeKeysGeneric()
|
[] |
|
UK2Node_GetAttributeKeysGeneric
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
class UK2Node_GetAttributeKeysGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)
|
[] |
|
UK2Node_SetAttributeKeyGeneric::UK2Node_SetAttributeKeyGeneric
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
UK2Node_SetAttributeKeyGeneric()
|
[] |
|
UK2Node_SetAttributeKeyGeneric
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
class UK2Node_SetAttributeKeyGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)
|
[] |
|
UK2Node_SetAttributeKeysGeneric::UK2Node_SetAttributeKeysGeneric
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
UK2Node_SetAttributeKeysGeneric()
|
[] |
|
UK2Node_SetAttributeKeysGeneric
|
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
|
AnimationBlueprintLibrary
|
class UK2Node_SetAttributeKeysGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)
|
[] |
|
FAnimationBudgetAllocatorParameters
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/AnimationBudgetAllocatorParameters.h
|
Parameter block used to control the behavior of the budget allocator
|
AnimationBudgetAllocator
|
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FAnimationBudgetAllocatorParameters
|
[
{
"type": "float",
"name": "AlwaysTickFalloffAggression",
"description": "Range [0.1, 0.9]."
},
{
"type": "float",
"name": "AutoCalculatedSignificanceMaxDistance",
"description": ""
},
{
"type": "float",
"name": "AutoCalculatedSignificanceMaxDistanceSqr",
"description": ""
},
{
"type": "float",
"name": "BudgetFactorBeforeAggressiveReducedWork",
"description": ""
},
{
"type": "float",
"name": "BudgetFactorBeforeReducedWork",
"description": ""
},
{
"type": "float",
"name": "BudgetFactorBeforeReducedWorkEpsilon",
"description": ""
},
{
"type": "float",
"name": "BudgetInMs",
"description": ""
},
{
"type": "float",
"name": "BudgetPressureBeforeEmergencyReducedWork",
"description": ""
},
{
"type": "float",
"name": "BudgetPressureSmoothingSpeed",
"description": ""
},
{
"type": "float",
"name": "InitialEstimatedWorkUnitTimeMs",
"description": ""
},
{
"type": "float",
"name": "InterpolationFalloffAggression",
"description": "Range [0.1, 0.9]."
},
{
"type": "int32",
"name": "InterpolationMaxRate",
"description": ""
},
{
"type": "float",
"name": "InterpolationTickMultiplier",
"description": "Range [0.1, 0.9]."
},
{
"type": "int32",
"name": "MaxInterpolatedComponents",
"description": "Range >= 0. Max number of components to interpolate before we start throttling."
},
{
"type": "int32",
"name": "MaxTickedOffsreenComponents",
"description": "Values >= 1 The maximum number of offscreen components we tick (most significant first)"
},
{
"type": "int32",
"name": "MaxTickRate",
"description": "Values >= 1."
},
{
"type": "float",
"name": "MinQuality",
"description": "Values [0.0, 1.0]."
},
{
"type": "int32",
"name": "ReducedWorkThrottleMaxInFrames",
"description": "Range [1, 255]."
},
{
"type": "int32",
"name": "ReducedWorkThrottleMaxPerFrame",
"description": "Range [1, 255]."
},
{
"type": "int32",
"name": "ReducedWorkThrottleMinInFrames",
"description": "Range [1, 255]."
},
{
"type": "int32",
"name": "StateChangeThrottleInFrames",
"description": "Range [1, 128] Prevents throttle values from changing too often due to system and load noise."
},
{
"type": "float",
"name": "WorkUnitSmoothingSpeed",
"description": ""
}
] |
FOnCalculateSignificance
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Delegate called to calculate significance if bAutoCalculateSignificance = true
|
AnimationBudgetAllocator
|
typedef TBaseDelegate_OneParam< float, [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * > FOnCalculateSignificance
|
[] |
IAnimationBudgetAllocator::Get
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Get the budgeter for the specified world
|
AnimationBudgetAllocator
|
static [IAnimationBudgetAllocator](API\Plugins\AnimationBudgetAllocator\IAnimationBudgetAllocator) * Get ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
|
[] |
FOnReduceWork
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Delegate called to increase/decrease the amount of work a component performs
|
AnimationBudgetAllocator
|
typedef TBaseDelegate_TwoParams< void, [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) *, bool > FOnReduceWork
|
[] |
IAnimationBudgetAllocator::GetEnabled
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Get whether this budget allocator is enabled
|
AnimationBudgetAllocator
|
bool GetEnabled() const
|
[] |
IAnimationBudgetAllocator::IsComponentTickEnabled
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Get whether the specified component is set to tick or not
|
AnimationBudgetAllocator
|
bool IsComponentTickEnabled ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * Component ) const
|
[] |
IAnimationBudgetAllocator::RegisterComponent
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Register a component with the budgeter system. If the component is already registered this function does nothing. Once this is called:
|
AnimationBudgetAllocator
|
void RegisterComponent ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * InComponent )
|
[] |
IAnimationBudgetAllocator::SetComponentSignificance
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Set the significance and other flags for the specified component. This information is used to dynamically control the tick rate of the component.
|
AnimationBudgetAllocator
|
void SetComponentSignificance ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * Component, float Significance, bool bNeverSkip, bool bTickEvenIfNotRendered, bool bAllowReducedWork, bool bForceInterpolate )
|
[] |
IAnimationBudgetAllocator::SetComponentTickEnabled
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Set the specified component to tick or not. If the budgeter is disabled then this calls Component->SetComponentTickEnabled(bShouldTick).
|
AnimationBudgetAllocator
|
void SetComponentTickEnabled ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * Component, bool bShouldTick )
|
[] |
IAnimationBudgetAllocator::SetParameters
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Set the various parameters
|
AnimationBudgetAllocator
|
void SetParameters ( const [FAnimationBudgetAllocatorParameters](API\Plugins\AnimationBudgetAllocator\FAnimationBudgetAllocatorParamet-) & InParameters )
|
[] |
IAnimationBudgetAllocator::SetEnabled
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Set whether this budget allocator is enabled
|
AnimationBudgetAllocator
|
void SetEnabled ( bool bInEnabled )
|
[] |
IAnimationBudgetAllocator::SetGameThreadLastTickTimeMs
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Set the tick time
|
AnimationBudgetAllocator
|
void SetGameThreadLastTickTimeMs ( int32 InManagerHandle, float InGameThreadLastTickTimeMs )
|
[] |
IAnimationBudgetAllocator::SetGameThreadLastCompletionTimeMs
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Set the completion task time
|
AnimationBudgetAllocator
|
void SetGameThreadLastCompletionTimeMs ( int32 InManagerHandle, float InGameThreadLastCompletionTimeMs )
|
[] |
IAnimationBudgetAllocator::SetIsRunningReducedWork
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Inform that we reduced work for a component
|
AnimationBudgetAllocator
|
void SetIsRunningReducedWork ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * Component, bool bInReducedWork )
|
[] |
IAnimationBudgetAllocator::UnregisterComponent
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Unregister a component from the budgeter system. If the component is not registered this function does nothing. Once this is called:
|
AnimationBudgetAllocator
|
void UnregisterComponent ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * InComponent )
|
[] |
IAnimationBudgetAllocator::Update
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Tick the system per-frame
|
AnimationBudgetAllocator
|
void Update ( float DeltaSeconds )
|
[] |
IAnimationBudgetAllocator::UpdateComponentTickPrerequsites
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Update the prerequisites of this component. Should be called when prerequisites may have changed externally.
|
AnimationBudgetAllocator
|
void UpdateComponentTickPrerequsites ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * InComponent )
|
[] |
IAnimationBudgetAllocator
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocator.h
|
Dynamically manages skeletal mesh component tick rates to try to maintain a specified budget.
|
AnimationBudgetAllocator
|
class IAnimationBudgetAllocator
|
[] |
IAnimationBudgetAllocatorModule::Get
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocatorModule.h
|
Get a budgeter for a specific world. Fairly expensive as it calls into module manager and performs a map lookup.
|
AnimationBudgetAllocator
|
static [IAnimationBudgetAllocator](API\Plugins\AnimationBudgetAllocator\IAnimationBudgetAllocator) * Get ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )
|
[] |
IAnimationBudgetAllocatorModule::GetBudgetAllocatorForWorld
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocatorModule.h
|
Get a budgeter for a specific world. Adds it if it is not already created. Budgeters are only created for game worlds.
|
AnimationBudgetAllocator
|
[IAnimationBudgetAllocator](API\Plugins\AnimationBudgetAllocator\IAnimationBudgetAllocator) * GetBudgetAllocatorForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )
|
[] |
USkeletalMeshComponentBudgeted::BeginPlay
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Used to detach physics objects before simulation begins. This is needed because at runtime we can't have simulated objects inside the attachment hierarchy
|
AnimationBudgetAllocator
|
virtual void BeginPlay()
|
[] |
USkeletalMeshComponentBudgeted::GetAutoCalculateSignificance
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Check whether this component auto-calculates its significance
|
AnimationBudgetAllocator
|
bool GetAutoCalculateSignificance() const
|
[] |
USkeletalMeshComponentBudgeted::EndPlay
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true
|
AnimationBudgetAllocator
|
virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )
|
[] |
USkeletalMeshComponentBudgeted::GetShouldUseActorRenderedFlag
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
AnimationBudgetAllocator
|
bool GetShouldUseActorRenderedFlag() const
|
[] |
|
OnCalculateSignificanceDelegate
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Delegate called to calculate significance if bAutoCalculateSignificance = true
|
AnimationBudgetAllocator
|
static [FOnCalculateSignificance](API\Plugins\AnimationBudgetAllocator\FOnCalculateSignificance) OnCalculateSignificanceDelegate;
|
[] |
USkeletalMeshComponentBudgeted::OnCalculateSignificance
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Get delegate called to calculate significance if bAutoCalculateSignificance = true
|
AnimationBudgetAllocator
|
static [FOnCalculateSignificance](API\Plugins\AnimationBudgetAllocator\FOnCalculateSignificance) & OnCalculateSignificance()
|
[] |
USkeletalMeshComponentBudgeted::OnReduceWork
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Get delegate called to increase/decrease the amount of work a component performs
|
AnimationBudgetAllocator
|
[FOnReduceWork](API\Plugins\AnimationBudgetAllocator\FOnReduceWork) & OnReduceWork()
|
[] |
IAnimationBudgetAllocatorModule
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/IAnimationBudgetAllocatorModule.h
|
AnimationBudgetAllocator
|
class IAnimationBudgetAllocatorModule : public [FDefaultGameModuleImpl](API\Runtime\Core\Modules\FDefaultGameModuleImpl)
|
[] |
|
USkeletalMeshComponentBudgeted::SetAutoCalculateSignificance
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Set this component to automatically calculate its significance
|
AnimationBudgetAllocator
|
void SetAutoCalculateSignificance ( bool bInAutoCalculateSignificance )
|
[] |
USkeletalMeshComponentBudgeted::SetAutoRegisterWithBudgetAllocator
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Set this component to automatically register with the budget allocator
|
AnimationBudgetAllocator
|
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetAutoRegisterWithBudgetAllocator ( bool bInAutoRegisterWithBudgetAllocator )
|
[] |
USkeletalMeshComponentBudgeted::SetComponentSignificance
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Updates significance budget if this component has been registered with a AnimationBudgetAllocator
|
AnimationBudgetAllocator
|
void SetComponentSignificance ( float Significance, bool bNeverSkip, bool bTickEvenIfNotRendered, bool bAllowReducedWork, bool bForceInterpolate )
|
[] |
USkeletalMeshComponentBudgeted::SetComponentTickEnabled
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered
|
AnimationBudgetAllocator
|
virtual void SetComponentTickEnabled ( bool bEnabled )
|
[] |
USkeletalMeshComponentBudgeted::SetShouldUseActorRenderedFlag
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
AnimationBudgetAllocator
|
void SetShouldUseActorRenderedFlag ( bool value )
|
[] |
|
USkeletalMeshComponentBudgeted::USkeletalMeshComponentBudgeted
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
AnimationBudgetAllocator
|
USkeletalMeshComponentBudgeted ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
USkeletalMeshComponentBudgeted
|
/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h
|
A skeletal mesh component that has its tick rate governed by a global animation budget
|
AnimationBudgetAllocator
|
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(BlueprintSpawnableComponent)) class USkeletalMeshComponentBudgeted : public [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent)
|
[] |
FAimConstraintDescription::GetDisplayString
|
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
|
AnimationCore
|
virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayString() const
|
[] |
|
FAimConstraintDescription::DoesAffectRotation
|
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
|
Since same component will be blended by weight correctly, this has to split to each component
|
AnimationCore
|
virtual bool DoesAffectRotation() const
|
[] |
FAimConstraintDescription::AccumulateConstraintTransform
|
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
|
Apply Constraint : Apply Constraint transform to BlendHelperInLocalSpace in local space
BlendHelperInLocalSpace will contains constraint's local transform result, it is local because that's how you want to compose multiple to one transform at the end
|
AnimationCore
|
virtual void AccumulateConstraintTransform ( const FTransform & TargetTransform, const FTransform & CurrentTransform, const FTransform & CurrentParentTransform, float Weight, FMultiTransformBlendHelper & BlendHelperInLocalSpace ) const
|
[] |
FAimConstraintDescription::FAimConstraintDescription
|
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
|
AnimationCore
|
FAimConstraintDescription()
|
[] |
|
FAimConstraintDescription
|
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
|
A description of how to apply aim constraint
|
AnimationCore
|
struct FAimConstraintDescription : public [FConstraintDescriptionEx](API\Runtime\AnimationCore\FConstraintDescriptionEx)
|
[
{
"type": "bool",
"name": "bUseLookUp",
"description": ""
},
{
"type": "FAxis",
"name": "LookAt_Axis",
"description": ""
},
{
"type": "FAxis",
"name": "LookUp_Axis",
"description": ""
},
{
"type": "FVector",
"name": "LookUpTarget",
"description": ""
}
] |
FAxis::GetTransformedAxis
|
/Engine/Source/Runtime/AnimationCore/Public/CommonAnimTypes.h
|
Return transformed axis based on ComponentSpaceTransform
|
AnimationCore
|
FVector GetTransformedAxis ( const FTransform & ComponentSpaceTransform ) const
|
[] |
FAxis::Initialize
|
/Engine/Source/Runtime/AnimationCore/Public/CommonAnimTypes.h
|
Initialize the set up
|
AnimationCore
|
void Initialize()
|
[] |
FAxis::IsValid
|
/Engine/Source/Runtime/AnimationCore/Public/CommonAnimTypes.h
|
Return true if Valid data
|
AnimationCore
|
bool IsValid() const
|
[] |
FAxis::FAxis
|
/Engine/Source/Runtime/AnimationCore/Public/CommonAnimTypes.h
|
AnimationCore
|
FAxis ( const FVector & InAxis )
|
[] |
|
FAxis
|
/Engine/Source/Runtime/AnimationCore/Public/CommonAnimTypes.h
|
Axis to represent direction
|
AnimationCore
|
struct FAxis
|
[
{
"type": "FVector",
"name": "Axis",
"description": ""
},
{
"type": "bool",
"name": "bInLocalSpace",
"description": ""
}
] |
FAimConstraintDescription::Serialize
|
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
|
Serializer
|
AnimationCore
|
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
FBoneIndexBase::GetInt
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
int32 GetInt() const
|
[] |
|
FBoneIndexBase::IsRootBone
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
bool IsRootBone() const
|
[] |
|
FBoneIndexBase::IsValid
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
bool IsValid() const
|
[] |
|
FBoneIndexBase::operator bool
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
operator bool() const
|
[] |
|
FBoneIndexBase::operator int32
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
operator int32() const
|
[] |
|
FBoneIndexBase::FBoneIndexBase
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
FBoneIndexBase()
|
[] |
|
FBoneIndexBase
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
struct FBoneIndexBase
|
[
{
"type": "int32",
"name": "BoneIndex",
"description": ""
}
] |
|
FBoneIndexWithOperators::operator=
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
const RealBoneIndexType & operator= ( const RealBoneIndexType & Rhs )
|
[] |
|
FBoneIndexWithOperators::operator--
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
RealBoneIndexType & operator--()
|
[] |
|
FBoneIndexWithOperators::operator++
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
RealBoneIndexType & operator++()
|
[] |
|
FBoneIndexWithOperators
|
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
|
AnimationCore
|
template<class RealBoneIndexType> struct FBoneIndexWithOperators : public [FBoneIndexBase](API\Runtime\AnimationCore\FBoneIndexBase)
|
[] |
|
FBoneWeight::DescSortByWeightPredicate
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
A standard predicate we use for sorting by weight, in a descending order of weights
|
AnimationCore
|
static bool DescSortByWeightPredicate ( const [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) & A, const [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) & B )
|
[] |
FBoneWeight::GetBoneIndex
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Returns the bone stored index.
|
AnimationCore
|
FBoneIndexType GetBoneIndex() const
|
[] |
FBoneWeight::GetMaxRawWeight
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
The maximum raw weight value for a bone influence.
|
AnimationCore
|
static constexpr FBoneIndexType GetMaxRawWeight()
|
[] |
FBoneWeight::GetRawWeight
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Returns the stored weight in the container's raw format, avoiding floating point conversion.
|
AnimationCore
|
uint16 GetRawWeight() const
|
[] |
FBoneWeight::GetTypeHash
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Returns a hash value from the bone weight values
|
AnimationCore
|
uint32 GetTypeHash() const
|
[] |
FBoneWeight::FromInt32
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Converts an int32 to anFBoneWeightobject and returns it.
|
AnimationCore
|
static [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) FromInt32 ( int32 InBoneWeight )
|
[] |
FBoneWeight::operator==
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Only equality comparison are supported. Relational comparisons are meaningless.
|
AnimationCore
|
bool operator== ( const [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) & InBoneWeight ) const
|
[] |
FBoneWeight::operator!=
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Only equality comparison are supported. Relational comparisons are meaningless.
|
AnimationCore
|
bool operator!= ( const [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) & InBoneWeight ) const
|
[] |
FBoneWeight::Serialize
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
AnimationCore
|
void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & InArchive )
|
[] |
|
FBoneWeight::SetRawWeight
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Set the stored weight in the raw format. This avoids any floating point conversion.
|
AnimationCore
|
void SetRawWeight ( const uint16 InRawWeight )
|
[] |
FBoneWeight::SetBoneIndex
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Set the bone stored index.
|
AnimationCore
|
void SetBoneIndex ( FBoneIndexType InBoneIndex )
|
[] |
FBoneWeight::GetWeight
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Returns the stored weight value as a float in the [0-1] range.
|
AnimationCore
|
float GetWeight() const
|
[] |
FBoneWeight::SetWeight
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Set stored weight as a float. Values outside the [0-1] range are clamped to that range. Undefined float values will result in an undefined weight.
|
AnimationCore
|
void SetWeight ( float InWeight )
|
[] |
FBoneWeight::ToInt32
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Returns the contents of this object as an int32.
|
AnimationCore
|
int32 ToInt32() const
|
[] |
FBoneWeight::ToString
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
A helper function to return a human-readable version of the bone weight.
|
AnimationCore
|
[FString](API\Runtime\Core\Containers\FString) ToString() const
|
[] |
FBoneWeight::FBoneWeight
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Default constructor. NOTE: The values are uninitialized.
|
AnimationCore
|
FBoneWeight()
|
[] |
FBoneWeight::FBoneWeight
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
A constructor for bone weights where the weight is stored as an unsigned sixteen bit integer. This is the natural storage format for this container.
|
AnimationCore
|
FBoneWeight ( FBoneIndexType InBoneIndex, uint16 InRawWeight )
|
[] |
FBoneWeight::FBoneWeight
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
A constructor for old-style bone weights where the weight was stored as an unsigned eight bit integer.
|
AnimationCore
|
FBoneWeight ( FBoneIndexType InBoneIndex, uint8 InWeight )
|
[] |
FBoneWeight::FBoneWeight
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
A constructor for bone weights which converts the weight from a float value in the [0-1] range. Values outside of that range are clamped to the range.
|
AnimationCore
|
FBoneWeight ( FBoneIndexType InBoneIndex, float InWeight )
|
[] |
FBoneWeightNullAdapter::Add
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
AnimationCore
|
static void Add ( [ContainerType](API\Runtime\AnimationCore\FBoneWeightNullAdapter\ContainerType) & InContainer, [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) InBoneWeight )
|
[] |
|
FBoneWeight
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
AnimationCore
|
class FBoneWeight
|
[] |
|
Empty
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
AnimationCore
|
struct Empty
|
[] |
|
ContainerType
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
AnimationCore
|
typedef [Empty](API\Runtime\AnimationCore\FBoneWeightNullAdapter\Empty) ContainerType
|
[] |
|
FBoneWeightNullAdapter::Get
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
AnimationCore
|
static [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) Get ( const [ContainerType](API\Runtime\AnimationCore\FBoneWeightNullAdapter\ContainerType) & InContainer, int32 InIndex )
|
[] |
|
FBoneWeightNullAdapter::IndexOf
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
AnimationCore
|
template<typename Predicate> static int32 IndexOf ( const [ContainerType](API\Runtime\AnimationCore\FBoneWeightNullAdapter\ContainerType) & InContainer, Predicate InPredicate )
|
[] |
|
FBoneWeightNullAdapter::Num
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
AnimationCore
|
static int32 Num ( const [ContainerType](API\Runtime\AnimationCore\FBoneWeightNullAdapter\ContainerType) & InContainer )
|
[] |
|
FBoneWeightNullAdapter::Remove
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
AnimationCore
|
static void Remove ( [ContainerType](API\Runtime\AnimationCore\FBoneWeightNullAdapter\ContainerType) & InContainer, int32 InIndex )
|
[] |
|
FBoneWeightNullAdapter::SetNum
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
Set the number of elements to reserve in the container. The elements can be left in an uninitialized state. TheTBoneWeightsalgorithms will ensure that all elements will be properly defined at the end of an operation.
|
AnimationCore
|
static void SetNum ( [ContainerType](API\Runtime\AnimationCore\FBoneWeightNullAdapter\ContainerType) & InContainer, int32 InNum )
|
[] |
FBoneWeightNullAdapter::Set
|
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
|
AnimationCore
|
static void Set ( [ContainerType](API\Runtime\AnimationCore\FBoneWeightNullAdapter\ContainerType) & InContainer, int32 InIndex, [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) InBoneWeight )
|
[] |
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