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FEulerTransform::SetRotation
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
void SetRotation ( const FQuat & InValue )
[]
FEulerTransform::FEulerTransform
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
FEulerTransform()
[]
FEulerTransform::FEulerTransform
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
FEulerTransform ( const FTransform & InTransform )
[]
FEulerTransform::FEulerTransform
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
FEulerTransform ( const FVector & InLocation, const FRotator & InRotation, const FVector & InScale )
[]
FEulerTransform::FEulerTransform
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
FEulerTransform ( const FRotator & InRotation, const FVector & InLocation, const FVector & InScale )
[]
FEulerTransform::ToFTransform
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
Convert to an FTransform
AnimationCore
FTransform ToFTransform() const
[]
FEulerTransform
/Engine/Source/Runtime/AnimationCore/Public/EulerTransform.h
AnimationCore
struct FEulerTransform
[ { "type": "FVector", "name": "Location", "description": "The translation of this transform" }, { "type": "FRotator", "name": "Rotation", "description": "The rotation of this transform" }, { "type": "FVector", "name": "Scale", "description": "The scale of this transform" } ]
FFABRIKChainLink::FFABRIKChainLink
/Engine/Source/Runtime/AnimationCore/Public/FABRIK.h
AnimationCore
FFABRIKChainLink ( const FVector & InPosition, const double InLength, const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & InBoneIndex, const int32 & InTransformIndex )
[]
FFABRIKChainLink::FFABRIKChainLink
/Engine/Source/Runtime/AnimationCore/Public/FABRIK.h
AnimationCore
FFABRIKChainLink()
[]
FFABRIKChainLink::FFABRIKChainLink
/Engine/Source/Runtime/AnimationCore/Public/FABRIK.h
AnimationCore
FFABRIKChainLink ( const FVector & InPosition, const double InLength, const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & InBoneIndex, const int32 & InTransformIndex, const FVector & InDefaultDirToParent )
[]
FFABRIKChainLink::FFABRIKChainLink
/Engine/Source/Runtime/AnimationCore/Public/FABRIK.h
AnimationCore
FFABRIKChainLink ( const FVector & InPosition, const double InLength, const int32 InBoneIndex, const int32 InTransformIndex )
[]
FFABRIKChainLink
/Engine/Source/Runtime/AnimationCore/Public/FABRIK.h
Controller which implements the FABRIK IK approximation algorithm - seehttp://andreasaristidou.com/publications/FABRIK.pdffor detailsTransient structure for FABRIK node evaluation Transient structure for FABRIK node evaluation
AnimationCore
struct FFABRIKChainLink
[ { "type": "int32", "name": "BoneIndex", "description": "BoneIndexin SkeletalMesh" }, { "type": "TArray< int32 >", "name": "ChildZeroLengthTransformIndices", "description": "Child bones which are overlapping this bone." }, { "type": "FVector", "name": "DefaultDirToParent", "description": "Default Direction to Parent" }, { "type": "double", "name": "Length", "description": "Distance to its parent link." }, { "type": "FVector", "name": "Position", "description": "Position of bone in component space." }, { "type": "int32", "name": "TransformIndex", "description": "TransformIndexthat this control will output" } ]
FFilterOptionPerAxis::FilterQuat
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
void FilterQuat ( FQuat & Input, const FQuat & ResetValue ) const
[]
FFilterOptionPerAxis::FilterRotator
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
void FilterRotator ( FRotator & Input, const FRotator & ResetValue ) const
[]
FFilterOptionPerAxis::HasNoEffect
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
bool HasNoEffect() const
[]
FFilterOptionPerAxis::FilterVector
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
void FilterVector ( FVector & Input, const FVector & ResetValue ) const
[]
FFilterOptionPerAxis::FFilterOptionPerAxis
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FFilterOptionPerAxis()
[]
FFilterOptionPerAxis::IsValid
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
bool IsValid() const
[]
FMeshPoseBoneIndex::FMeshPoseBoneIndex
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
AnimationCore
FMeshPoseBoneIndex ( int32 InBoneIndex )
[]
FFilterOptionPerAxis
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
This is used to filter per axis for constraint options
AnimationCore
struct FFilterOptionPerAxis
[ { "type": "bool", "name": "bX", "description": "" }, { "type": "bool", "name": "bY", "description": "" }, { "type": "bool", "name": "bZ", "description": "" } ]
FNodeChain
/Engine/Source/Runtime/AnimationCore/Public/NodeChain.h
A chain of nodes in a hierarchy
AnimationCore
struct FNodeChain
[ { "type": "TArray<FName>", "name": "Nodes", "description": "" } ]
FMeshPoseBoneIndex
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
AnimationCore
struct FMeshPoseBoneIndex : public [FBoneIndexWithOperators< FMeshPoseBoneIndex >](API\Runtime\AnimationCore\FBoneIndexWithOperators)
[]
FNodeHierarchyData::Allocate
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void Allocate ( int32 Size )
[]
FNodeHierarchyData::Add
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
int32 Add ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FName](API\Runtime\Core\UObject\FName) & InParentName, const FTransform & InTransform )
[]
FNodeHierarchyData::BuildNodeNameToIndexMapping
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void BuildNodeNameToIndexMapping()
[]
FNodeHierarchyData::GetNodeName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
[FName](API\Runtime\Core\UObject\FName) GetNodeName ( int32 Index ) const
[]
FNodeHierarchyData::Empty
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void Empty ( int32 Size )
[]
FNodeHierarchyData::GetNodeIndex
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
int32 GetNodeIndex ( const [FName](API\Runtime\Core\UObject\FName) & NodeName ) const
[]
FNodeHierarchyData::GetParentIndex
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
int32 GetParentIndex ( int32 Index ) const
[]
FNodeHierarchyData::GetTransform
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
const FTransform & GetTransform ( int32 Index ) const
[]
FNodeHierarchyData::GetTransform
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
FTransform & GetTransform ( int32 Index )
[]
FNodeHierarchyData::GetParentName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
[FName](API\Runtime\Core\UObject\FName) GetParentName ( int32 Index ) const
[]
FNodeHierarchyData::IsValidIndex
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
bool IsValidIndex ( int32 Index ) const
[]
FNodeHierarchyData::Num
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
Returns number of bones in Skeleton.
AnimationCore
int32 Num() const
[]
FNodeHierarchyData::Remove
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
int32 Remove ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName )
[]
FNodeHierarchyData::SetParentName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void SetParentName ( int32 Index, [FName](API\Runtime\Core\UObject\FName) NewParent )
[]
FNodeHierarchyData::SetTransform
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void SetTransform ( int32 Index, const FTransform & NewTransform )
[]
FNodeHierarchyData
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
Hierarchy of nodes
AnimationCore
struct FNodeHierarchyData
[ { "type": "TMap<FName, in...", "name": "NodeNameToIndexMapping", "description": "Transient look up mapping from name to index to array" }, { "type": "TArray<FNodeOb...", "name": "Nodes", "description": "Node hierarchy data" }, { "type": "TArray< FTransf...", "name": "Transforms", "description": "Node transform data" } ]
FNodeHierarchyWithUserData::Add
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
int32 Add ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FName](API\Runtime\Core\UObject\FName) & InParentName, const FTransform & InTransform )
[]
FNodeHierarchyWithUserData::Add
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
template<typename [DataType](API\Plugins\OptimusCore\DataType)> int32 Add ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FName](API\Runtime\Core\UObject\FName) & InParentName, const FTransform & InTransform, const [DataType](API\Plugins\OptimusCore\DataType) & InNodeData )
[]
FNodeHierarchyWithUserData::AddUserDataImpl
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual int32 AddUserDataImpl ( const void * InData )
[]
FNodeHierarchyData::SetNodeName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void SetNodeName ( int32 Index, const [FName](API\Runtime\Core\UObject\FName) & NewNodeName )
[]
FNodeHierarchyWithUserData::Empty
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void Empty ( int32 Size )
[]
FNodeHierarchyWithUserData::Contains
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
bool Contains ( const [FName](API\Runtime\Core\UObject\FName) InNodeName ) const
[]
FNodeHierarchyWithUserData::EmptyUserData
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual void EmptyUserData ( int32 Size )
[]
FNodeHierarchyWithUserData::GetChildren
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
Get all list of children
AnimationCore
[TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetChildren ( int32 Index ) const
[]
FNodeHierarchyWithUserData::GetGlobalTransform
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual const FTransform & GetGlobalTransform ( int32 Index ) const
[]
FNodeHierarchyWithUserData::GetGlobalTransform
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual FTransform & GetGlobalTransform ( int32 Index )
[]
FNodeHierarchyWithUserData::GetGlobalTransformByName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
FTransform GetGlobalTransformByName ( const [FName](API\Runtime\Core\UObject\FName) & NodeName ) const
[]
FNodeHierarchyWithUserData::GetHierarchy
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
const [FNodeHierarchyData](API\Runtime\AnimationCore\FNodeHierarchyData) & GetHierarchy() const
[]
FNodeHierarchyWithUserData::GetLocalTransform
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
It's up to your hierarchy to decide what to do with this
AnimationCore
virtual const FTransform & GetLocalTransform ( int32 Index ) const
[]
FNodeHierarchyWithUserData::GetLocalTransform
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual FTransform & GetLocalTransform ( int32 Index )
[]
FNodeHierarchyWithUserData::GetLocalTransformByName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
FTransform GetLocalTransformByName ( const [FName](API\Runtime\Core\UObject\FName) & NodeName ) const
[]
FNodeHierarchyWithUserData::GetNodeData
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
template<typename [DataType](API\Plugins\OptimusCore\DataType)> const [DataType](API\Plugins\OptimusCore\DataType) & GetNodeData ( int32 Index ) const
[]
FNodeHierarchyWithUserData::GetNodeData
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
template<typename [DataType](API\Plugins\OptimusCore\DataType)> [DataType](API\Plugins\OptimusCore\DataType) & GetNodeData ( int32 Index )
[]
FNodeHierarchyWithUserData::GetNodeIndex
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
int32 GetNodeIndex ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName ) const
[]
FNodeHierarchyWithUserData::GetNodeName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
[FName](API\Runtime\Core\UObject\FName) GetNodeName ( int32 Index ) const
[]
FNodeHierarchyWithUserData::GetNodes
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
const [TArray](API\Runtime\Core\Containers\TArray)< [FNodeObject](API\Runtime\AnimationCore\FNodeObject) > & GetNodes() const
[]
FNodeHierarchyWithUserData::GetNum
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
int32 GetNum() const
[]
FNodeHierarchyWithUserData::GetNumUserData
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual int32 GetNumUserData() const
[]
FNodeHierarchyWithUserData::GetParentIndex
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
int32 GetParentIndex ( int32 Index ) const
[]
FNodeHierarchyWithUserData::GetParentName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
[FName](API\Runtime\Core\UObject\FName) GetParentName ( int32 Index ) const
[]
FNodeHierarchyWithUserData::GetParentName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
[FName](API\Runtime\Core\UObject\FName) GetParentName ( const [FName](API\Runtime\Core\UObject\FName) & NodeName ) const
[]
FNodeHierarchyWithUserData::GetTransforms
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GetTransforms() const
[]
FNodeHierarchyWithUserData::GetTransforms
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
[TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GetTransforms()
[]
FNodeHierarchyWithUserData::GetUserDataImpl
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
Derived classes can implement this to supply per-node user data
AnimationCore
virtual const void * GetUserDataImpl ( int32 Index ) const
[]
FNodeHierarchyWithUserData::GetUserDataImpl
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual void * GetUserDataImpl ( int32 Index )
[]
FNodeHierarchyWithUserData::HasUserData
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual bool HasUserData() const
[]
FNodeHierarchyWithUserData::Initialize
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
Should initialize all transient data for fast look up
AnimationCore
virtual void Initialize()
[]
FNodeHierarchyWithUserData::IsValidIndex
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
bool IsValidIndex ( int32 Index ) const
[]
FNodeHierarchyWithUserData::Remove
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void Remove ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName )
[]
FNodeHierarchyWithUserData::RemoveUserData
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual void RemoveUserData ( int32 Index )
[]
FNodeHierarchyWithUserData::SetGlobalTransform
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual void SetGlobalTransform ( int32 Index, const FTransform & NewTransform )
[]
FNodeHierarchyWithUserData::SetGlobalTransformByName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void SetGlobalTransformByName ( const [FName](API\Runtime\Core\UObject\FName) & NodeName, const FTransform & NewTransform )
[]
FNodeHierarchyWithUserData::SetLocalTransform
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual void SetLocalTransform ( int32 Index, const FTransform & NewTransform )
[]
FNodeHierarchyWithUserData::SetLocalTransformByName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void SetLocalTransformByName ( const [FName](API\Runtime\Core\UObject\FName) & NodeName, const FTransform & NewTransform )
[]
FNodeHierarchyWithUserData::SetNodeName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void SetNodeName ( int32 Index, const [FName](API\Runtime\Core\UObject\FName) & NewNode )
[]
FNodeHierarchyWithUserData::SetParentName
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
void SetParentName ( int32 Index, [FName](API\Runtime\Core\UObject\FName) NewParent )
[]
FNodeHierarchyWithUserData::~FNodeHierarchyWithUserData
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
virtual ~FNodeHierarchyWithUserData()
[]
FNodeHierarchyWithUserData
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
struct FNodeHierarchyWithUserData
[ { "type": "FNodeHierarchyD...", "name": "Hierarchy", "description": "" } ]
FNodeObject::FNodeObject
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
FNodeObject()
[]
FNodeObject::FNodeObject
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
AnimationCore
FNodeObject ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FName](API\Runtime\Core\UObject\FName) & InParentName )
[]
FNodeObject
/Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h
A node in a named hierarchy
AnimationCore
struct FNodeObject
[ { "type": "FName", "name": "Name", "description": "The name of this node" }, { "type": "FName", "name": "ParentName", "description": "The name of this node's parent" } ]
FSkeletonPoseBoneIndex::FSkeletonPoseBoneIndex
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
AnimationCore
FSkeletonPoseBoneIndex ( int32 InBoneIndex )
[]
FSkeletonPoseBoneIndex
/Engine/Source/Runtime/AnimationCore/Public/BoneIndices.h
AnimationCore
struct FSkeletonPoseBoneIndex : public [FBoneIndexWithOperators< FSkeletonPoseBoneIndex >](API\Runtime\AnimationCore\FBoneIndexWithOperators)
[]
FTransformConstraint::FTransformConstraint
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FTransformConstraint()
[]
FTransformConstraint
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
struct FTransformConstraint
[ { "type": "bool", "name": "bMaintainOffset", "description": "When the constraint is first applied, maintain the offset from the target node" }, { "type": "FConstraintDesc...", "name": "Operator", "description": "Thought of separating this out per each but we'll have an issue with applying transform in what order but something to think about if that seems better" }, { "type": "FName", "name": "SourceNode", "description": "" }, { "type": "FName", "name": "TargetNode", "description": "" }, { "type": "float", "name": "Weight", "description": "" } ]
FTransformConstraintDescription::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
[]
FTransformConstraintDescription::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
[]
FTransformConstraintDescription::DoesAffectScale
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
virtual bool DoesAffectScale() const
[]
FTransformConstraintDescription::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
[]
FTransformConstraintDescription::DoesAffectTranslation
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
virtual bool DoesAffectTranslation() const
[]
FTransformConstraintDescription::GetDisplayString
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayString() const
[]
FTransformConstraintDescription::Serialize
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
Serializer
AnimationCore
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
FTransformConstraintDescription::FTransformConstraintDescription
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
FTransformConstraintDescription ( const ETransformConstraintType InType )
[]
FTransformFilter::FilterTransform
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
void FilterTransform ( FTransform & Input ) const
[]
FTransformConstraintDescription
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
A description of how to apply a simple transform constraint
AnimationCore
struct FTransformConstraintDescription : public [FConstraintDescriptionEx](API\Runtime\AnimationCore\FConstraintDescriptionEx)
[ { "type": "ETransformConst...", "name": "TransformType", "description": "" } ]
FTransformFilter::FilterTransform
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
AnimationCore
void FilterTransform ( [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) & Input ) const
[]
FTransformFilter
/Engine/Source/Runtime/AnimationCore/Public/Constraint.h
A filter for a whole transform
AnimationCore
struct FTransformFilter
[ { "type": "FFilterOptionPe...", "name": "RotationFilter", "description": "" }, { "type": "FFilterOptionPe...", "name": "ScaleFilter", "description": "" }, { "type": "FFilterOptionPe...", "name": "TranslationFilter", "description": "" } ]
FTransformNoScale::FromFTransform
/Engine/Source/Runtime/AnimationCore/Public/TransformNoScale.h
Convert from an FTransform
AnimationCore
void FromFTransform ( const FTransform & InTransform )
[]