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FBoneWeightNullAdapter::Sort
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
template<typename Predicate> static void Sort ( [ContainerType](API\Runtime\AnimationCore\FBoneWeightNullAdapter\ContainerType) & InContainer, Predicate InPredicate )
[]
FBoneWeights::begin
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
[RangedForConstIteratorType](API\Runtime\AnimationCore\FBoneWeights\RangedForConstIteratorType) begin() const
[]
FBoneWeights::Blend
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Blend two bone weights together, making sure to add in every influence from both, using the given settings. The bias value should lie on the [0,1] interval. Values outside that range may give unwanted results.
AnimationCore
static [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) Blend ( const [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) & InA, const [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) & InB, float InBias, const [FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & InSettings )
[]
FBoneWeights::Blend
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Blend three bone weights via barycentric coordinates using the given settings. Considers the influence from all of the bones. Coordinates should sum to one.
AnimationCore
static [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) Blend ( const [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) & InA, const [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) & InB, const [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) & InC, float InBaryX, float InBaryY, float InBaryZ, const [FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & InSettings )
[]
BoneWeightsTempAllocatorT
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
typedef TInlineAllocator< MaxInlineBoneWeightCount > BoneWeightsTempAllocatorT
[]
BoneWeightArrayT
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
typedef [TArray](API\Runtime\Core\Containers\TArray)< [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight), [BoneWeightsTempAllocatorT](API\Runtime\Core\Containers\TSizedInlineAllocator) > BoneWeightArrayT
[]
FBoneWeightNullAdapter
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
A null adapter for a bone weight container to use withTBoneWeights. Use as a template to create adapters for other types of containers.
AnimationCore
struct FBoneWeightNullAdapter
[]
FBoneWeights::Create
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
A helper to createFBoneWeightscontainer from aTArrayofFBoneWeightobjects.
AnimationCore
static [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) Create ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) > BoneWeights, const [FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & InSettings )
[]
FBoneWeights::Create
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
A helper to createFBoneWeightscontainer from aTBoneWeightsderivative object
AnimationCore
template<typename OtherContainerAdapter> static [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) Create ( [TBoneWeights](API\Runtime\AnimationCore\TBoneWeights)< OtherContainerAdapter > InBoneWeights, const [FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & InSettings )
[]
FBoneWeights::Create
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
A helper to create aFBoneWeightscontainer fromFSoftSkinVertexdata structure.
AnimationCore
static [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) Create ( const FBoneIndexType InBones, const uint16 InWeights, const [FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & InSettings )
[]
FBoneWeights::Create
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
A helper to create aFBoneWeightscontainer from separated bone index and weight arrays. The size of the two arraysmustbe the same otherwise the behavior is undefined.
AnimationCore
static [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) Create ( const FBoneIndexType * InBones, const float * InWeights, int32 NumEntries, const [FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & InSettings )
[]
FArrayWrapper
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
typedef [TBoneWeights](API\Runtime\AnimationCore\TBoneWeights)< TArrayAdapter< [BoneWeightArrayT](API\Runtime\Core\Containers\TArray) >> FArrayWrapper
[]
FBoneWeights::end
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
[RangedForConstIteratorType](API\Runtime\AnimationCore\FBoneWeights\RangedForConstIteratorType) end() const
[]
FBoneWeights::GetTypeHash
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
int32 GetTypeHash() const
[]
FBoneWeights::FindWeightIndexByBone
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Find the bone weight corresponding to the given bone index. If a bone weight with this bone index does not exist it, a value of INDEX_NONE is returned.
AnimationCore
int32 FindWeightIndexByBone ( FBoneIndexType InBoneIndex ) const
[]
FBoneWeights::Num
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Return the number of bone weights in this container. The number of bone weights.
AnimationCore
int32 Num() const
[]
FBoneWeights::operator!=
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Only equality comparison are supported. Relational comparisons are meaningless.
AnimationCore
bool operator!= ( const [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) & InBoneWeight ) const
[]
FBoneWeights::operator==
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Only equality comparison are supported. Relational comparisons are meaningless.
AnimationCore
bool operator== ( const [FBoneWeights](API\Runtime\AnimationCore\FBoneWeights) & InBoneWeight ) const
[]
FBoneWeights::operator[]
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Return the weight at indexIndex. Using an index value less than zero or equal to or greater than the result ofNum()is an undefined operation. The bone weight value for that index, or undefined if outside the valid range.
AnimationCore
const [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) & operator[] ( int32 Index ) const
[]
RangedForConstIteratorType
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Ranged-based for loop compatibility but only the const version.
AnimationCore
typedef [BoneWeightArrayT::RangedForConstIteratorType](API\Runtime\Core\Containers\TArray\RangedForConstIteratorType) RangedForConstIteratorType
[]
FBoneWeights::RemoveBoneWeight
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Removes a specific bone from the list of weights, re-normalizing and pruning bones, if needed.
AnimationCore
bool RemoveBoneWeight ( FBoneIndexType InBone, const [FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & InSettings )
[]
FBoneWeights::Renormalize
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Force normalization of weights. This is useful if a set of operations were performed with no normalization, for efficiency, and normalization is needed post-operation.
AnimationCore
void Renormalize ( const [FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & InSettings )
[]
FBoneWeights::Serialize
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & InArchive )
[]
FBoneWeights::SetBoneWeight
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Set a new bone weight. If an existing weight exists with the same bone index, it's weight value is replaced with the weight value of the given entry. Otherwise a new index is added. In both cases the new entry is subject to the given settings, which may influence what the entry's final weight value is and whether it gets thrown away for not passing the threshold value. If the weight was successfully incorporated, then this function returns true. Otherwise it returns false.
AnimationCore
bool SetBoneWeight ( [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) InBoneWeight, const [FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & InSettings )
[]
FBoneWeights::SetBoneWeight
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
bool SetBoneWeight ( FBoneIndexType InBone, float InWeight, const [FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & InSettings )
[]
FBoneWeights::ToArrayView
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Returns theFBoneWeightlist as an array view
AnimationCore
[TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBoneWeight](API\Runtime\AnimationCore\FBoneWeight) > ToArrayView() const
[]
FBoneWeights::ToString
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
[FString](API\Runtime\Core\Containers\FString) ToString() const
[]
FBoneWeights::FBoneWeights
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
FBoneWeights()
[]
FBoneWeightsSettings::ClearDefaultBoneIndex
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Clears the default bone index. This allows bone weights arrays to be empty if no weights are set.
AnimationCore
void ClearDefaultBoneIndex()
[]
FBoneWeightsSettings::GetBlendZeroInfluence
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Return true if bones with no influence are considered to have a zero weight during the blend calculation.
AnimationCore
bool GetBlendZeroInfluence() const
[]
FBoneWeightsSettings::GetDefaultBoneIndex
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Returns the current default bone index to set if no weights were set. If no default bone index has been set, then this value is undefined. Call HasDefaultBoneIndex to check
AnimationCore
FBoneIndexType GetDefaultBoneIndex() const
[]
FBoneWeightsSettings::GetMaxWeightCount
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Returns the maximum number of weights for these settings
AnimationCore
int32 GetMaxWeightCount() const
[]
FBoneWeightsSettings::GetNormalizeType
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Returns the current normalization type for these settings
AnimationCore
[EBoneWeightNormalizeType](API\Runtime\AnimationCore\UE__AnimationCore__EBoneWeightNo-) GetNormalizeType() const
[]
FBoneWeights
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
A simple container for per-vertex influence of bones and their weights.
AnimationCore
class FBoneWeights
[]
FBoneWeightsSettings::GetRawWeightThreshold
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Returns the raw weight threshold. This is the value used internally for weight computation.
AnimationCore
uint16 GetRawWeightThreshold() const
[]
FBoneWeightsSettings::GetWeightThreshold
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Returns the weight threshold as a float value between (0, 1].
AnimationCore
float GetWeightThreshold() const
[]
FBoneWeightsSettings::HasDefaultBoneIndex
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Returns `true_ if a default bone index should be applied in the absence of other weights.
AnimationCore
bool HasDefaultBoneIndex() const
[]
FBoneWeightsSettings::SetBlendZeroInfluence
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Set the way we treat the bones with zero influence during the blend. If true, we assume all bones with no influence have a zero weight (default) and participate in the blend calculation. If false, we ignore the bone during the blend.
AnimationCore
void SetBlendZeroInfluence ( bool bInBlendZeroInfluence )
[]
FBoneWeightsSettings::SetDefaultBoneIndex
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Set the default bone index to use if no weights were set. This can be used to ensure that there's always a valid weight applied to a skinned vertex.
AnimationCore
void SetDefaultBoneIndex ( FBoneIndexType InBoneIndex )
[]
FBoneWeightsSettings::SetMaxWeightCount
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Sets the maximum number of weights that can be applied to a singleFBoneWeightsobject. When weights are added, the smallest weights, past this limit, are dropped.
AnimationCore
[FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & SetMaxWeightCount ( int32 InMaxWeightCount )
[]
FBoneWeightsSettings::SetNormalizeType
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Set the normalization type when manipulating the weight values inFBoneWeights
AnimationCore
[FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & SetNormalizeType ( [EBoneWeightNormalizeType](API\Runtime\AnimationCore\UE__AnimationCore__EBoneWeightNo-) InNormalizeType )
[]
FBoneWeightsSettings::FBoneWeightsSettings
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
FBoneWeightsSettings()
[]
FBoneWeightsSettings::SetWeightThreshold
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
Sets the minimum influence allowed. Any bone weight value below this threshold value is discarded. The threshold value is clamped to the half-closed interval (0, 1] since weight values of zero indicate no influence at all and are ignored completely.Bydefault, all non-zero weights are allowed.
AnimationCore
[FBoneWeightsSettings](API\Runtime\AnimationCore\FBoneWeightsSettings) & SetWeightThreshold ( float InWeightThreshold )
[]
FBoneWeightsSettings
/Engine/Source/Runtime/AnimationCore/Public/BoneWeights.h
AnimationCore
class FBoneWeightsSettings
[]
FCCDIKChainLink::FCCDIKChainLink
/Engine/Source/Runtime/AnimationCore/Public/CCDIK.h
AnimationCore
FCCDIKChainLink()
[]
FCCDIKChainLink::FCCDIKChainLink
/Engine/Source/Runtime/AnimationCore/Public/CCDIK.h
AnimationCore
FCCDIKChainLink ( const FTransform & InTransform, const FTransform & InLocalTransform, const int32 & InTransformIndex )
[]
FCCDIKChainLink
/Engine/Source/Runtime/AnimationCore/Public/CCDIK.h
Transient structure for CCDIK node evaluation
AnimationCore
struct FCCDIKChainLink
[ { "type": "TArray< int32 >", "name": "ChildZeroLengthTransformIndices", "description": "Child bones which are overlapping this bone." }, { "type": "double", "name": "CurrentAngleDelta", "description": "" }, { "type": "FTransform", "name": "LocalTransform", "description": "Transform of bone in local space. This is mutable as their component space changes or parents" }, { "type": "FTransform", "name": "Transform", "description": "Transform of bone in component space." }, { "type": "int32", "name": "TransformIndex", "description": "TransformIndexthat this control will output" } ]
FCompactPoseBoneIndex::FCompactPoseBoneIndex
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
AnimationCore
FCompactPoseBoneIndex ( int32 InBoneIndex )
[]
FCompactPoseBoneIndex
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
AnimationCore
struct FCompactPoseBoneIndex : public [FBoneIndexWithOperators< FCompactPoseBoneIndex >](API\Runtime\AnimationCore\FBoneIndexWithOperators)
[]
FConstraintData::ApplyConstraintTransform
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
void ApplyConstraintTransform ( const FTransform & TargetTransform, const FTransform & InCurrentTransform, const FTransform & CurrentParentTransform, FMultiTransformBlendHelper & BlendHelperInLocalSpace ) const
[]
FConstraintData::ApplyInverseOffset
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
void ApplyInverseOffset ( const FTransform & InTarget, FTransform & OutSource, const FTransform & InBaseTransform ) const
[]
FConstraintData::ResetOffset
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
void ResetOffset()
[]
FConstraintData::FConstraintData
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FConstraintData()
[]
FConstraintData::SaveInverseOffset
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
void SaveInverseOffset ( const FTransform & Source, const FTransform & Target, const FTransform & InBaseTransform )
[]
FConstraintData::FConstraintData
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FConstraintData ( const [FAimConstraintDescription](API\Runtime\AnimationCore\FAimConstraintDescription) & InAim, [FName](API\Runtime\Core\UObject\FName) InTargetNode, float InWeight, bool bInMaintainOffset, const FTransform & InOffset )
[]
FConstraintData::FConstraintData
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FConstraintData ( const [FTransformConstraintDescription](API\Runtime\AnimationCore\FTransformConstraintDescription) & InTrans, [FName](API\Runtime\Core\UObject\FName) InTargetNode, float InWeight, bool bInMaintainOffset, const FTransform & InOffset )
[]
FConstraintData
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
Constraint Data that is contained in Node Datat You can have as many of these per node
AnimationCore
struct FConstraintData
[ { "type": "bool", "name": "bMaintainOffset", "description": "When the constraint is first applied, maintain the offset from the target node" }, { "type": "FConstraintDesc...", "name": "Constraint", "description": "Constraint Description" }, { "type": "FTransform", "name": "CurrentTransform", "description": "" }, { "type": "FTransform", "name": "Offset", "description": "Constraint offset if bMaintainOffset is used" }, { "type": "float", "name": "Weight", "description": "Weight of the constraint" } ]
FConstraintDescriptionEx::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
[]
FConstraintDescription
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
A description of how to apply a simple transform constraint
AnimationCore
struct FConstraintDescription
[ { "type": "bool", "name": "bParent", "description": "This does composed transform - where as individual will accumulate per component" }, { "type": "bool", "name": "bRotation", "description": "" }, { "type": "bool", "name": "bScale", "description": "" }, { "type": "bool", "name": "bTranslation", "description": "" }, { "type": "FFilterOptionPe...", "name": "RotationAxes", "description": "" }, { "type": "FFilterOptionPe...", "name": "ScaleAxes", "description": "" }, { "type": "FFilterOptionPe...", "name": "TranslationAxes", "description": "" } ]
FConstraintDescriptionEx::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
[]
FConstraintDescriptionEx::DoesAffectScale
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
virtual bool DoesAffectScale() const
[]
FConstraintDescriptionEx::DoesAffectTransform
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
Functions that describes what they modify - this means, whole Transform, so combined transform, not individual component This will override any individual component if returning true
AnimationCore
virtual bool DoesAffectTransform() const
[]
FConstraintDescriptionEx::DoesAffectTranslation
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
virtual bool DoesAffectTranslation() const
[]
FConstraintDescriptionEx::GetDisplayString
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayString() const
[]
FConstraintDescriptionEx::Serialize
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
Serializer
AnimationCore
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
FConstraintDescription::FConstraintDescription
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FConstraintDescription()
[]
FConstraintDescriptionEx
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
A description of how to apply a simple transform constraint
AnimationCore
struct FConstraintDescriptionEx
[ { "type": "FFilterOptionPe...", "name": "AxesFilterOption", "description": "" } ]
FConstraintDescriptor::ApplyConstraintTransform
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
void ApplyConstraintTransform ( const FTransform & TargetTransform, const FTransform & CurrentTransform, const FTransform & CurrentParentTransform, float Weight, FMultiTransformBlendHelper & BlendHelperInLocalSpace ) const
[]
FConstraintDescriptionEx::~FConstraintDescriptionEx
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
virtual ~FConstraintDescriptionEx()
[]
FConstraintDescriptor::DoesAffectRotation
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
bool DoesAffectRotation() const
[]
FConstraintDescriptor::DoesAffectScale
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
bool DoesAffectScale() const
[]
FConstraintDescriptor::DoesAffectTranslation
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
bool DoesAffectTranslation() const
[]
FConstraintDescriptor::GetDisplayString
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
[FString](API\Runtime\Core\Containers\FString) GetDisplayString() const
[]
FConstraintDescriptor::DoesAffectTransform
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
bool DoesAffectTransform() const
[]
FConstraintDescriptor::IsValid
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
bool IsValid() const
[]
FConstraintDescriptor::GetTypedConstraint
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
This does not check type - we can, but that is hard to maintain, maybe I'll change later
AnimationCore
template<typename T> T * GetTypedConstraint() const
[]
FConstraintDescriptor::FConstraintDescriptor
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FConstraintDescriptor()
[]
FConstraintDescriptor::operator=
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
[FConstraintDescriptor](API\Runtime\AnimationCore\FConstraintDescriptor) & operator= ( const [FConstraintDescriptor](API\Runtime\AnimationCore\FConstraintDescriptor) & Other )
[]
FConstraintDescriptor::FConstraintDescriptor
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FConstraintDescriptor ( const [FTransformConstraintDescription](API\Runtime\AnimationCore\FTransformConstraintDescription) & InT )
[]
FConstraintDescriptor::FConstraintDescriptor
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FConstraintDescriptor ( const [FConstraintDescriptor](API\Runtime\AnimationCore\FConstraintDescriptor) & InOther )
[]
FConstraintDescriptor::FConstraintDescriptor
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FConstraintDescriptor ( const [FAimConstraintDescription](API\Runtime\AnimationCore\FAimConstraintDescription) & InA )
[]
FConstraintDescriptor::~FConstraintDescriptor
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
~FConstraintDescriptor()
[]
FConstraintOffset::Reset
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
Clear the offset
AnimationCore
void Reset()
[]
FConstraintDescriptor
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
These are the one contained in NodeData, and it will be iterated via evaluate process The goal is to have contiguous memory location where they can iterate through linearly
AnimationCore
struct FConstraintDescriptor
[ { "type": "FConstraintDesc...", "name": "ConstraintDescription", "description": "" }, { "type": "EConstraintType", "name": "Type", "description": "" } ]
FConstraintOffset::ApplyInverseOffset
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
Apply the Inverse offset
AnimationCore
void ApplyInverseOffset ( const FTransform & InTarget, FTransform & OutSource ) const
[]
FConstraintOffset::SaveInverseOffset
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
Save the Inverse offset
AnimationCore
void SaveInverseOffset ( const FTransform & Source, const FTransform & Target, const [FConstraintDescription](API\Runtime\AnimationCore\FConstraintDescription) & Operator )
[]
FConstraintOffset::FConstraintOffset
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FConstraintOffset()
[]
FConstraintOffset
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
Saves individual component (translation, rotation, scale or parent) Used by Constraint for saving the offset, and recovering the offset
AnimationCore
struct FConstraintOffset
[ { "type": "FTransform", "name": "Parent", "description": "" }, { "type": "FQuat", "name": "Rotation", "description": "" }, { "type": "FVector", "name": "Scale", "description": "" }, { "type": "FVector", "name": "Translation", "description": "" } ]
FEulerTransform::Equals
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
Test if all components of the transforms are equal, within a tolerance.
AnimationCore
bool Equals ( const [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) & Other, [FReal](API\Runtime\AnimationCore\FEulerTransform\FReal) Tolerance ) const
[]
FReal
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
typedef [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) FReal
[]
FEulerTransform::GetLocation
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
const FVector & GetLocation() const
[]
FEulerTransform::FromFTransform
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
Convert from an FTransform
AnimationCore
void FromFTransform ( const FTransform & InTransform )
[]
FEulerTransform::GetRotation
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
FQuat GetRotation() const
[]
FEulerTransform::GetScale3D
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
const FVector & GetScale3D() const
[]
Identity
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
The identity transformation (Rotation = FRotator::ZeroRotator, Translation = FVector::ZeroVector, Scale = (1,1,1)).
AnimationCore
static const [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) Identity;
[]
FEulerTransform::Rotator
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
const FRotator & Rotator() const
[]
FEulerTransform::NormalizeRotation
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
void NormalizeRotation()
[]
FEulerTransform::SetLocation
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
void SetLocation ( const FVector & InValue )
[]
FEulerTransform::SetScale3D
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
void SetScale3D ( const FVector & InValue )
[]
FEulerTransform::SetRotator
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
void SetRotator ( const FRotator & InValue )
[]