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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 )
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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 )
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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 )
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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 )
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FBoneWeight
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
class FBoneWeight
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Empty
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
struct Empty
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ContainerType
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
typedef [Empty](API\Runtime\AnimationCore\FBoneWeightNullAdapter\Empty) ContainerType
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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 )
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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 )
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FBoneWeightNullAdapter::Num
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
static int32 Num ( const [ContainerType](API\Runtime\AnimationCore\FBoneWeightNullAdapter\ContainerType) & InContainer )
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FBoneWeightNullAdapter::Remove
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
static void Remove ( [ContainerType](API\Runtime\AnimationCore\FBoneWeightNullAdapter\ContainerType) & InContainer, int32 InIndex )
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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 )
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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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