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UAnimationModifier::RemoveLegacyPreviousAppliedModifierOnSkeleton
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Mark this modifier on skeleton as reverted (affect CanRevert, IsLatestRevisionApplied)
AnimationModifiers
void RemoveLegacyPreviousAppliedModifierOnSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )
[]
UAnimationModifier::RevertFromAnimationSequence
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
void RevertFromAnimationSequence ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence ) const
[]
UAnimationModifier::Serialize
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
AnimationModifiers
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimationModifier::UpdateCompressedAnimationData
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Checks if the animation data has to be re-baked / compressed and does so
AnimationModifiers
void UpdateCompressedAnimationData()
[]
UAnimationModifier::UpdateNativeRevisionGuid
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
void UpdateNativeRevisionGuid()
[]
UAnimationModifier::UpdateRevisionGuid
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Updating of blueprint and native GUIDs
AnimationModifiers
void UpdateRevisionGuid ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ModifierClass )
[]
UAnimationModifier::UAnimationModifier
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
UAnimationModifier()
[]
UAnimationModifier
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
class UAnimationModifier : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "bool", "name": "bReapplyPostOwnerChange", "description": "If this is set to true then the animation modifier will call it's reapply function after any change made to the owning asset." } ]
UAnimationModifiersAssetUserData::AddAnimationModifier
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
EndUAssetUserDataoverrides
AnimationModifiers
void AddAnimationModifier ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance )
[]
UAnimationModifiersAssetUserData::ChangeAnimationModifierIndex
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
AnimationModifiers
void ChangeAnimationModifierIndex ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance, int32 Direction )
[]
UAnimationModifiersAssetUserData::GetAnimationModifierInstances
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
AnimationModifiers
const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * > & GetAnimationModifierInstances() const
[]
UAnimationModifiersAssetUserData::PostEditChangeOwner
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
Called when the owner object is modified
AnimationModifiers
virtual void PostEditChangeOwner()
[]
UAnimationModifiersAssetUserData::PostEditChangeProperty
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
Called when a property on this object has been modified externally
AnimationModifiers
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimationModifiersAssetUserData::PostLoad
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
BeginUAssetUserDataoverrides
AnimationModifiers
virtual void PostLoad()
[]
UAnimationModifiersAssetUserData::RemoveAnimationModifierInstance
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
AnimationModifiers
void RemoveAnimationModifierInstance ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance )
[]
UAnimationModifiersAssetUserData::Serialize
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
AnimationModifiers
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimationModifiersAssetUserData
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
Asset user data which can be added to aUSkeletonorUAnimSequenceto keep track of Animation Modifiers
AnimationModifiers
class UAnimationModifiersAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)
[ { "type": "TArray<TObject...", "name": "AnimationModifierInstances", "description": "" }, { "type": "TMap<FSoftObje...", "name": "AppliedModifiers", "description": "Animation modifiers APPLIED on the owning animation sequence" } ]
FAnimationSettingsModule::StartupModule
/Engine/Source/Editor/AnimationSettings/Public/AnimationSettingsModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
AnimationSettings
virtual void StartupModule()
[]
FAnimationSettingsModule::ShutdownModule
/Engine/Source/Editor/AnimationSettings/Public/AnimationSettingsModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
AnimationSettings
virtual void ShutdownModule()
[]
FAnimationSettingsModule
/Engine/Source/Editor/AnimationSettings/Public/AnimationSettingsModule.h
AnimationSettings
class FAnimationSettingsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
AnimationSharingDataHandle
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
typedef uint32 AnimationSharingDataHandle
[]
FAdditiveAnimationInstance::GetBaseComponent
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h
AnimationSharing
[USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetBaseComponent() const
[]
FAdditiveAnimationInstance::GetComponent
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h
AnimationSharing
[USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetComponent() const
[]
FAdditiveAnimationInstance::Initialise
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h
AnimationSharing
void Initialise ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAnimationBP )
[]
FAdditiveAnimationInstance::Setup
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h
AnimationSharing
void Setup ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InBaseComponent, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSequence )
[]
FAdditiveAnimationInstance::Start
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h
AnimationSharing
void Start()
[]
FAdditiveAnimationInstance::Stop
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h
AnimationSharing
void Stop()
[]
FAdditiveAnimationInstance::UpdateBaseComponent
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h
AnimationSharing
void UpdateBaseComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InBaseComponent )
[]
FAdditiveAnimationInstance::FAdditiveAnimationInstance
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h
AnimationSharing
FAdditiveAnimationInstance()
[]
FAdditiveInstance
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
struct FAdditiveInstance
[ { "type": "uint32", "name": "ActorIndex", "description": "Current actor indices as part of this instance" }, { "type": "FAdditiveAnimat...", "name": "AdditiveAnimationInstance", "description": "Actor used for playing the additive animation" }, { "type": "bool", "name": "bActive", "description": "Flag whether or not instance is active" }, { "type": "USkeletalMeshCo...", "name": "BaseComponent", "description": "Skeletal mesh component on which the additive animation is applied" }, { "type": "float", "name": "EndTime", "description": "Time at which this instance finishes" }, { "type": "uint8", "name": "State", "description": "State index this instance is running" }, { "type": "uint32", "name": "UsedPerStateComponentIndex", "description": "Indexinto Components array for the current state data which is used for playing the animation" } ]
FAnimationSetup
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h
AnimationSharing
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimationSetup
[ { "type": "TSubclassOf<UA...", "name": "AnimBlueprint", "description": "Animation blueprint to use for playing back the Animation Sequence" }, { "type": "TObjectPtr<UAn...", "name": "AnimSequence", "description": "Animation Sequence to play for this particular setup" }, { "type": "FPerPlatformBoo...", "name": "Enabled", "description": "Whether or not this setup is enabled for specific platforms" }, { "type": "FPerPlatformInt", "name": "NumRandomizedInstances", "description": "The number of randomized instances created from this setup, it will create instance with different start time offsets (Length / Number of Instance) * InstanceIndex" } ]
FAnimationSharingScalability::FAnimationSharingScalability
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h
AnimationSharing
FAnimationSharingScalability()
[]
FAnimationStateEntry::FAnimationStateEntry
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h
AnimationSharing
FAnimationStateEntry()
[]
FAnimationSharingScalability
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h
AnimationSharing
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimationSharingScalability
[ { "type": "FPerPlatformFlo...", "name": "BlendSignificanceValue", "description": "Significance value tied to whether or not a transition should be blended" }, { "type": "FPerPlatformInt", "name": "MaximumNumberConcurrentBlends", "description": "Maximum number of blends which can be running concurrently" }, { "type": "FPerPlatformFlo...", "name": "TickSignificanceValue", "description": "Significance value tied to whether or not the leader pose components should be ticking" }, { "type": "FPerPlatformBoo...", "name": "UseBlendTransitions", "description": "Flag whether or not to use blend transitions between states" } ]
FAnimationStateEntry
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h
AnimationSharing
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimationStateEntry
[ { "type": "TArray<FAnimat...", "name": "AnimationSetups", "description": "Per state animation setup" }, { "type": "bool", "name": "bAdditive", "description": "Whether or not this state is an additive state" }, { "type": "float", "name": "BlendTime", "description": "Duration of blending when blending to this state" }, { "type": "bool", "name": "bOnDemand", "description": "Flag whether or not this state is an on-demand state, this means that we kick off a unique animation when needed" }, { "type": "bool", "name": "bRequiresCurves", "description": "Whether or not this animation requires curves or morphtargets to function correctly for follower components" }, { "type": "bool", "name": "bReturnToPreviousState", "description": "Flag whether or not we should return to the previous state, only used when this state is an on-demand one" }, { "type": "bool", "name": "bSetNextState", "description": "" }, { "type": "FPerPlatformInt", "name": "MaximumNumberOfConcurrentInstances", "description": "Number of instances that will be created for this state (platform-specific)" }, { "type": "uint8", "name": "NextState", "description": "State value to which the actors part of an on demand state should be set to when its animation has finished" }, { "type": "uint8", "name": "State", "description": "Enum value linked to this state" }, { "type": "float", "name": "WiggleTimePercentage", "description": "Percentage of 'wiggle' frames, this is used when we run out of available entries in Components, if one of the on-demand animations has started SequenceLength * WiggleFramePercentage ago or earlier, it is used instead of a brand new one" } ]
FAnimationSetup::FAnimationSetup
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h
AnimationSharing
FAnimationSetup()
[]
FAdditiveAnimationInstance
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h
AnimationSharing
struct FAdditiveAnimationInstance
[ { "type": "UAnimSequence&...", "name": "AdditiveAnimationSequence", "description": "" }, { "type": "UAnimSharingAdd...", "name": "AdditiveInstance", "description": "" }, { "type": "USkeletalMeshCo...", "name": "BaseComponent", "description": "" }, { "type": "bool", "name": "bLoopingState", "description": "" }, { "type": "USkeletalMeshCo...", "name": "SkeletalMeshComponent", "description": "" } ]
FAnimSharingModule::AddReferencedObjects
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h
Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.
AnimationSharing
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FAnimSharingModule::CreateAnimationSharingManager
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h
Creates an animation sharing manager for the givenUWorld(must be a Game World)
AnimationSharing
static bool CreateAnimationSharingManager ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [UAnimationSharingSetup](API\Plugins\AnimationSharing\UAnimationSharingSetup) * Setup )
[]
FAnimSharingModule::Get
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h
AnimationSharing
static [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) * Get ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )
[]
FAnimSharingModule::GetReferencerName
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h
Overload this method to report a name for your referencer
AnimationSharing
virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const
[]
OnAnimationSharingManagerCreated
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h
AnimationSharing
static [FOnAnimationSharingManagerCreated](API\Plugins\AnimationSharing\FOnAnimationSharingManagerCreate-) OnAnimationSharingManagerCreated;
[]
FAnimSharingModule::StartupModule
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
AnimationSharing
virtual void StartupModule()
[]
WorldAnimSharingManagers
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h
AnimationSharing
static [TMap](API\Runtime\Core\Containers\TMap)< const [UWorld](API\Runtime\Engine\Engine\UWorld) *, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) > > WorldAnimSharingManagers;
[]
FBlendInstance
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Structure which holds data about a currently in progress blend between two states
AnimationSharing
struct FBlendInstance
[ { "type": "TArray< uint32 ...", "name": "ActorIndices", "description": "Indices of actors who are set up as followers to BlendActor's main skeletal mesh component" }, { "type": "bool", "name": "bActive", "description": "Flag whether or not this instance is currently active" }, { "type": "bool", "name": "bBlendStarted", "description": "Flag whether or not the actor's part of this have been setup as a follower component to the blend actor, this is done so the blend actor atleast ticks once (otherwise it can pop from the previous blend end pose)" }, { "type": "float", "name": "BlendTime", "description": "Duration of the blend" }, { "type": "bool", "name": "bOnDemand", "description": "Flag whether or not this instance is blending towards an on-demand state" }, { "type": "float", "name": "EndTime", "description": "World time in seconds at which the blend has finished (calculated at start of blend world time + blend duration)" }, { "type": "uint32", "name": "FromOnDemandInstanceIndex", "description": "Optional index into OnDemandInstances from which we are blending" }, { "type": "uint32", "name": "FromPermutationIndex", "description": "Permutation indices from and to which we are blending, used to ensure we 'forward' the actor to the correct LeaderPoseComponent when finished blending" }, { "type": "uint8", "name": "StateFrom", "description": "State value to blend from" }, { "type": "uint8", "name": "StateTo", "description": "State value to blend to" }, { "type": "uint32", "name": "ToOnDemandInstanceIndex", "description": "Optional index into OnDemandInstance to which we are blending" }, { "type": "uint32", "name": "ToPermutationIndex", "description": "" }, { "type": "FTransitionBlen...", "name": "TransitionBlendInstance", "description": "Actor used for blending between the two states" } ]
FAnimSharingModule
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h
AnimationSharing
class FAnimSharingModule : public [FDefaultModuleImpl](API\Runtime\Core\Modules\FDefaultModuleImpl), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)
[]
FInstanceStack::AddInstance
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Add a new instance to the 'stack'
AnimationSharing
void AddInstance ( InstanceType * Instance )
[]
FInstanceStack::GetInstance
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Get an available instance
AnimationSharing
InstanceType * GetInstance()
[]
FInstanceStack::FreeInstance
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Return instance back
AnimationSharing
void FreeInstance ( InstanceType * Instance )
[]
FInstanceStack::InstanceAvailable
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Return whether instance are available
AnimationSharing
bool InstanceAvailable() const
[]
FInstanceStack::~FInstanceStack
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
~FInstanceStack()
[]
FAnimSharingModule::GetOnAnimationSharingManagerCreated
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h
AnimationSharing
static [FOnAnimationSharingManagerCreated](API\Plugins\AnimationSharing\FOnAnimationSharingManagerCreate-) & GetOnAnimationSharingManagerCreated()
[]
FInstanceStack
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
template<typename InstanceType> struct FInstanceStack
[ { "type": "TArray< Instanc...", "name": "AvailableInstances", "description": "" }, { "type": "TArray< Instanc...", "name": "InUseInstances", "description": "" } ]
FOnAnimationSharingManagerCreated
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h
AnimationSharing
typedef TMulticastDelegate_TwoParams< void, [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) *, const [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnAnimationSharingManagerCreated
[]
FOnDemandInstance
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Structure which holds data about a currently running on-demand state animation instance
AnimationSharing
struct FOnDemandInstance
[ { "type": "TArray< uint32 ...", "name": "ActorIndices", "description": "Indices of actors who are set up as followers to the skeletal mesh component running the animation" }, { "type": "bool", "name": "bActive", "description": "Flag whether or not instance is active" }, { "type": "bool", "name": "bBlendActive", "description": "" }, { "type": "uint32", "name": "BlendToPermutationIndex", "description": "Permutation index that we are blending to before the end of the animation" }, { "type": "bool", "name": "bReturnToPreviousState", "description": "Flag whether or not the component should be 'returned' to the state they were in before the on-demand animation" }, { "type": "float", "name": "EndTime", "description": "World time in seconds at which the animation has finished playing (calculated at start of blend world time + animation sequence length)" }, { "type": "uint8", "name": "ForwardState", "description": "State value which the components should be set to when the on-demand animation has finished playing (used when !bReturnToPreviousState)" }, { "type": "float", "name": "StartBlendTime", "description": "Time at which this on demand instance should blend out into the 'next' state the actor is in" }, { "type": "float", "name": "StartTime", "description": "Time at which this instance was started" }, { "type": "uint8", "name": "State", "description": "State value which is active" }, { "type": "uint32", "name": "UsedPerStateComponentIndex", "description": "Indexinto Components array for the current state data which is used for playing the animation" } ]
FPerActorData
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
struct FPerActorData
[ { "type": "uint32", "name": "AdditiveInstanceIndex", "description": "Indexto additive instance which is running on top of our state" }, { "type": "bool", "name": "bBlending", "description": "Flag whether or not we are currently blending" }, { "type": "uint32", "name": "BlendInstanceIndex", "description": "Indexto blend instance which is currently driving this actor's animation" }, { "type": "bool", "name": "bRequiresTick", "description": "Flag whether or not this actor requires the leader component to tick" }, { "type": "bool", "name": "bRunningAdditive", "description": "Flag whether or not we are currently part of an additive animation state" }, { "type": "bool", "name": "bRunningOnDemand", "description": "Flag whether or not we are currently part of an on-demand animation state" }, { "type": "TArray< uint32 ...", "name": "ComponentIndices", "description": "Indices of the Components owned by this actor (used to index into PerComponentData)" }, { "type": "uint8", "name": "CurrentState", "description": "Current state value (used to index PerStateData)" }, { "type": "uint32", "name": "OnDemandInstanceIndex", "description": "Indexto on demand instance which is running accord to our current state (or previous state)" }, { "type": "uint8", "name": "PermutationIndex", "description": "Permutation index (used to index Components array inside of PerStateData)" }, { "type": "uint8", "name": "PreviousState", "description": "Previous state value (used to index PerStateData)" }, { "type": "float", "name": "SignificanceValue", "description": "Cached significance value" }, { "type": "FUpdateActorHan...", "name": "UpdateActorHandleDelegate", "description": "Register delegate called when actor is swapped and the handle should be updated" } ]
FPerComponentData
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
struct FPerComponentData
[ { "type": "int32", "name": "ActorIndex", "description": "Indexto the owning actor (used to index PerActorData)" }, { "type": "USkeletalMeshCo...", "name": "Component", "description": "Skeletal mesh component registered for this component" } ]
FPerSkeletonAnimationSharingSetup::FPerSkeletonAnimationSharingSetup
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h
AnimationSharing
FPerSkeletonAnimationSharingSetup()
[]
FPerSkeletonAnimationSharingSetup
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h
AnimationSharing
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FPerSkeletonAnimationSharingSetup
[ { "type": "TSubclassOf<UA...", "name": "AdditiveAnimBlueprint", "description": "Animation blueprint used to apply additive animation on top of other states" }, { "type": "TArray<FAnimat...", "name": "AnimationStates", "description": "Definition of different animation states" }, { "type": "TSubclassOf<UA...", "name": "BlendAnimBlueprint", "description": "Animation blueprint used to perform the blending between states" }, { "type": "TObjectPtr<USk...", "name": "SkeletalMesh", "description": "Skeletal mesh used to setup skeletal mesh components" }, { "type": "TObjectPtr<USk...", "name": "Skeleton", "description": "Skeleton compatible with the animation sharing setup" }, { "type": "TSubclassOf<UA...", "name": "StateProcessorClass", "description": "Interface class used when determining which state an actor is in" } ]
FPerStateData::FPerStateData
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
FPerStateData()
[]
FPerStateData
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Structure which holds data about a unique state which is linked to an enumeration value defined by the user. The data is populated from the user exposedFAnimationStateEntry
AnimationSharing
struct FPerStateData
[ { "type": "UAnimSequence&...", "name": "AdditiveAnimationSequence", "description": "Animation Sequence that is used for Additive States" }, { "type": "FInstanceStack<...", "name": "AdditiveInstanceStack", "description": "Additive actors data structure" }, { "type": "TArray< float >", "name": "AnimationLengths", "description": "Length of the animations used for an on-demand state, array as it could contain different animation permutations" }, { "type": "bool", "name": "bIsAdditive", "description": "Flag whether or not this state is an additive state" }, { "type": "bool", "name": "bIsOnDemand", "description": "Flag whether or not this state is an on-demand state, this means that we kick off a unique animation when needed" }, { "type": "float", "name": "BlendTime", "description": "Duration of blending when blending to this state" }, { "type": "bool", "name": "bReturnToPreviousState", "description": "Flag whether or not we should return to the previous state, only used when this state is an on-demand one" }, { "type": "bool", "name": "bShouldForwardToState", "description": "Flag whether or not ForwardStateValue should be used hwen the animation has finished" }, { "type": "TArray<USkelet...", "name": "Components", "description": "Components setup to play animations for this state" }, { "type": "uint32", "name": "CurrentFrameOnDemandIndex", "description": "This is (re-)set every frame, and allows for quickly finding an on-demand instance which was setup this frame" }, { "type": "TBitArray", "name": "FollowerTickRequiredFrameBits", "description": "Bits keeping track whether or not any of the follower components requires the leader component to tick" }, { "type": "uint8", "name": "ForwardStateValue", "description": "State value to which the actors part of anFOnDemandInstanceshould be set to when its animation has finished" }, { "type": "TBitArray", "name": "InUseComponentFrameBits", "description": "Bits keeping track which of the components are in-use, in case of On Demand state this is managed byFOnDemandInstance, otherwise we clear and populate the flags each frame" }, { "type": "TBitArray", "name": "PreviousInUseComponentFrameBits", "description": "" }, { "type": "uint8", "name": "StateEnumValue", "description": "Enum value linked to this state" }, { "type": "float", "name": "WiggleTime", "description": "Number of 'wiggle' frames, this is used when we run out of available entries in Components, if one of theFOnDemandInstancehas started NumWiggleFrames ago or earlier, it is used instead of a brand new one" } ]
FTickAnimationSharingFunction::DiagnosticContext
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Function to give a 'context' for this tick, used for grouped active tick reporting
AnimationSharing
virtual [FName](API\Runtime\Core\UObject\FName) DiagnosticContext ( bool bDetailed )
[]
FTickAnimationSharingFunction::DiagnosticMessage
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph
AnimationSharing
virtual [FString](API\Runtime\Core\Containers\FString) DiagnosticMessage()
[]
FTickAnimationSharingFunction::ExecuteTick
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Abstract function actually execute the tick.
AnimationSharing
virtual void ExecuteTick ( float DeltaTime, enum ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )
[]
FTickAnimationSharingFunction::FTickAnimationSharingFunction
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
FTickAnimationSharingFunction()
[]
FTickAnimationSharingFunction
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTickAnimationSharingFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)
[ { "type": "UAnimationShari...", "name": "Manager", "description": "" } ]
FTransitionBlendInstance::GetComponent
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h
AnimationSharing
[USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetComponent() const
[]
FTransitionBlendInstance::GetFromComponent
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h
AnimationSharing
[USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetFromComponent() const
[]
FTransitionBlendInstance::GetToComponent
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h
AnimationSharing
[USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetToComponent() const
[]
FTransitionBlendInstance::Initialise
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h
AnimationSharing
void Initialise ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAnimationBP )
[]
FTransitionBlendInstance::Setup
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h
AnimationSharing
void Setup ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InFromComponent, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InToComponent, float InBlendTime )
[]
FTransitionBlendInstance::Stop
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h
AnimationSharing
void Stop()
[]
FTransitionBlendInstance::FTransitionBlendInstance
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h
AnimationSharing
FTransitionBlendInstance()
[]
FTransitionBlendInstance
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h
AnimationSharing
struct FTransitionBlendInstance
[ { "type": "bool", "name": "bBlendState", "description": "" }, { "type": "float", "name": "BlendTime", "description": "" }, { "type": "USkeletalMeshCo...", "name": "FromComponent", "description": "" }, { "type": "USkeletalMeshCo...", "name": "SkeletalMeshComponent", "description": "" }, { "type": "USkeletalMeshCo...", "name": "ToComponent", "description": "" }, { "type": "UAnimSharingTra...", "name": "TransitionInstance", "description": "" } ]
FUpdateActorHandle
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
typedef TBaseDelegate_OneParam< void, int32 > FUpdateActorHandle
[]
WithCopy
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
enum &123; WithCopy = false &125;
[]
TStructOpsTypeTraits< FTickAnimationSharingFunction >
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
template<> struct TStructOpsTypeTraits< FTickAnimationSharingFunction > : public [TStructOpsTypeTraitsBase2< FTickAnimationSharingFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
[]
UAnimationSharingManager::AnimationSharingEnabled
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Returns whether or not the animation sharing is enabled
AnimationSharing
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=AnimationSharing) static bool AnimationSharingEnabled()
[]
UAnimationSharingManager::BeginDestroy
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
AnimationSharing
virtual void BeginDestroy()
[]
UAnimationSharingManager::CreateActorHandle
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Dealing with Actor data and handles
AnimationSharing
uint32 CreateActorHandle ( uint8 SkeletonIndex, uint32 ActorIndex ) const
[]
UAnimationSharingManager::ClearActorData
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Ensures all actor data is cleared
AnimationSharing
void ClearActorData()
[]
UAnimationSharingManager::CreateAnimationSharingManager
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Create an Animation Sharing Manager using the provided Setup
AnimationSharing
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=AnimationSharing, Meta=(WorldContext="WorldContextObject")) static bool CreateAnimationSharingManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [UAnimationSharingSetup](API\Plugins\AnimationSharing\UAnimationSharingSetup) * Setup )
[]
UAnimationSharingManager::GetActorDataByHandle
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
[FPerActorData](API\Plugins\AnimationSharing\FPerActorData) * GetActorDataByHandle ( uint32 InHandle )
[]
UAnimationSharingManager::GetActorIndexFromHandle
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
uint32 GetActorIndexFromHandle ( uint32 InHandle ) const
[]
UAnimationSharingManager::GetAnimationSharingManager
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Returns the AnimationSharing Manager, nullptr if none was set up
AnimationSharing
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=AnimationSharing, Meta=(WorldContext="WorldContextObject")) static [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) * GetAnimationSharingManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
[]
UAnimationSharingManager::GetManagerForWorld
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Returns the AnimationSharing Manager for a specificUWorld, nullptr if none was set up
AnimationSharing
static [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) * GetManagerForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UAnimationSharingManager::GetPlatformName
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
static [FName](API\Runtime\Core\UObject\FName) GetPlatformName()
[]
UAnimationSharingManager::GetSkeletonIndexFromHandle
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
uint8 GetSkeletonIndexFromHandle ( uint32 InHandle ) const
[]
UAnimationSharingManager::GetTickFunction
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
[FTickAnimationSharingFunction](API\Plugins\AnimationSharing\FTickAnimationSharingFunction) & GetTickFunction()
[]
UAnimationSharingManager::GetWorld
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
UAnimationSharingManager::RegisterActor
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Registers actor with the animation sharing system
AnimationSharing
void RegisterActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [FUpdateActorHandle](API\Plugins\AnimationSharing\FUpdateActorHandle) Delegate )
[]
UAnimationSharingManager::RegisterActorWithSkeleton
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Registers actor with the animation sharing system according to the SharingSkeleton's sharing setup (if available)
AnimationSharing
void RegisterActorWithSkeleton ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SharingSkeleton, [FUpdateActorHandle](API\Plugins\AnimationSharing\FUpdateActorHandle) Delegate )
[]
UAnimationSharingManager::Initialise
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Initialize sharing data structures
AnimationSharing
void Initialise ( const [UAnimationSharingSetup](API\Plugins\AnimationSharing\UAnimationSharingSetup) * InSetup )
[]
UAnimationSharingManager::RegisterActorWithSkeletonBP
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Register an Actor with this Animation Sharing manager, according to the SharingSkeleton
AnimationSharing
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=AnimationSharing, Meta=(DisplayName="Register Actor")) void RegisterActorWithSkeletonBP ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SharingSkeleton )
[]
UAnimationSharingManager::SetDebugMaterial
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
static void SetDebugMaterial ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, uint8 State )
[]
UAnimationSharingManager::SetDebugMaterialForActor
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
static void SetDebugMaterialForActor ( [UAnimSharingInstance](API\Plugins\AnimationSharing\UAnimSharingInstance) * Data, uint32 ActorIndex, uint8 State )
[]
UAnimationSharingManager::SetLeaderComponentsVisibility
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Sets the visibility of currently used Leader Pose Components
AnimationSharing
void SetLeaderComponentsVisibility ( bool bVisible )
[]
UAnimationSharingManager::GetScalabilitySettings
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Returns current scalability settings
AnimationSharing
const [FAnimationSharingScalability](API\Plugins\AnimationSharing\FAnimationSharingScalability) & GetScalabilitySettings() const
[]
UAnimationSharingManager::SetMasterComponentsVisibility
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Deprecated* This member has been deprecated. Please use SetLeaderComponentsVisibility
AnimationSharing
void SetMasterComponentsVisibility ( bool bVisible )
[]
UAnimationSharingManager::SetupPerSkeletonData
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Populates all data required for a Skeleton setup
AnimationSharing
void SetupPerSkeletonData ( const [FPerSkeletonAnimationSharingSetup](API\Plugins\AnimationSharing\FPerSkeletonAnimationSharingSetu-) & SkeletonSetup )
[]