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FUpdateTraversalContext
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
Contains all relevant transient data for an update traversal.
AnimNext
struct FUpdateTraversalContext : public [UE::AnimNext::ITraversalContext](API\Plugins\AnimNext\DecoratorBase\ITraversalContext)
[]
FUpdateTraversalContext::GetPlayRate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
AnimNext
double GetPlayRate() const
[]
IEvaluate::PostEvaluate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IEvaluate.h
Called after a decorator's children have been evaluated.
AnimNext
virtual void PostEvaluate ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [IEvaluate](API\Plugins\AnimNext\DecoratorInterfaces\IEvaluate) > & Binding ) const
[]
IEvaluate::GetInterfaceUID
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IEvaluate.h
AnimNext
virtual [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) GetInterfaceUID() const
[]
InterfaceUID
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IEvaluate.h
Globally unique UID for this interface
AnimNext
static constexpr [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) InterfaceUID = UE::AnimNext::FDecoratorInterfaceUID(TEXT("IEvaluate"), 0xa303e9e7 );
[]
IEvaluate::PreEvaluate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IEvaluate.h
Called before a decorator's children are evaluated.
AnimNext
virtual void PreEvaluate ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [IEvaluate](API\Plugins\AnimNext\DecoratorInterfaces\IEvaluate) > & Binding ) const
[]
IEvaluate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IEvaluate.h
EEvaluationFlags
AnimNext
struct IEvaluate : public [UE::AnimNext::IDecoratorInterface](API\Plugins\AnimNext\DecoratorBase\IDecoratorInterface)
[]
IHierarchy::GetChildren
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IHierarchy.h
Appends weak handles to any children we wish to traverse. Decorators are responsible for allocating and releasing child instance data.
AnimNext
virtual void GetChildren ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [IHierarchy](API\Plugins\AnimNext\DecoratorInterfaces\IHierarchy) > & Binding, [FChildrenArray](API\Plugins\AnimNext\DecoratorInterfaces\FChildrenArray) & Children ) const
[]
IHierarchy::GetInterfaceUID
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IHierarchy.h
AnimNext
virtual [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) GetInterfaceUID() const
[]
InterfaceUID
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IHierarchy.h
Globally unique UID for this interface
AnimNext
static constexpr [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) InterfaceUID = UE::AnimNext::FDecoratorInterfaceUID(TEXT("IHierarchy"), 0x846d8a37 );
[]
IHierarchy
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IHierarchy.h
This interface exposes hierarchy traversal information to navigate the graph.
AnimNext
struct IHierarchy : public [UE::AnimNext::IDecoratorInterface](API\Plugins\AnimNext\DecoratorBase\IDecoratorInterface)
[]
ITimeline::GetInterfaceUID
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/ITimeline.h
AnimNext
virtual [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) GetInterfaceUID() const
[]
ITimeline::GetPlayRate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/ITimeline.h
Returns the play rate of this timeline.
AnimNext
virtual double GetPlayRate ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [ITimeline](API\Plugins\AnimNext\DecoratorInterfaces\ITimeline) > & Binding ) const
[]
InterfaceUID
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/ITimeline.h
Globally unique UID for this interface
AnimNext
static constexpr [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) InterfaceUID = UE::AnimNext::FDecoratorInterfaceUID(TEXT("ITimeline"), 0x53760727 );
[]
ITimeline
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/ITimeline.h
This interface exposes timeline related information.
AnimNext
struct ITimeline : public [UE::AnimNext::IDecoratorInterface](API\Plugins\AnimNext\DecoratorBase\IDecoratorInterface)
[]
IUpdate::GetInterfaceUID
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
AnimNext
virtual [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) GetInterfaceUID() const
[]
InterfaceUID
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
Globally unique UID for this interface
AnimNext
static constexpr [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) InterfaceUID = UE::AnimNext::FDecoratorInterfaceUID(TEXT("IUpdate"), 0x59d24dc5 );
[]
IUpdate::PostUpdate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
Called after a decorator's children have been updated.
AnimNext
virtual void PostUpdate ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [IUpdate](API\Plugins\AnimNext\DecoratorInterfaces\IUpdate) > & Binding ) const
[]
IUpdate::PreUpdate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
Called before a decorator's children are updated.
AnimNext
virtual void PreUpdate ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [IUpdate](API\Plugins\AnimNext\DecoratorInterfaces\IUpdate) > & Binding ) const
[]
IUpdate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
When a node is decorator is visited, PreUpdate is first called on it. It is responsible for forwarding the call to the next decorator that implements this interface on the decorator stack of the node. Once all decorators have had the chance to PreUpdate, the children of the decorator are queried through theIHierarchyinterface. The children will then evaluate and PostUpdate will then be called afterwards on the original decorator.
AnimNext
struct IUpdate : public [UE::AnimNext::IDecoratorInterface](API\Plugins\AnimNext\DecoratorBase\IDecoratorInterface)
[]
TDecoratorBinding< IEvaluate >::GetInterface
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IEvaluate.h
AnimNext
const IEvaluate &42; GetInterface&40;&41; const
[]
TDecoratorBinding< IEvaluate >::PostEvaluate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IEvaluate.h
IEvaluate::PostEvaluate
AnimNext
void PostEvaluate &40; FExecutionContext & Context &41; const
[]
TDecoratorBinding< IEvaluate >::PreEvaluate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IEvaluate.h
IEvaluate::PreEvaluate
AnimNext
void PreEvaluate &40; FExecutionContext & Context &41; const
[]
TDecoratorBinding< IHierarchy >::GetChildren
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IHierarchy.h
IHierarchy::GetChildren
AnimNext
void GetChildren &40; FExecutionContext & Context, FChildrenArray & Children &41; const
[]
TDecoratorBinding< IEvaluate >
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IEvaluate.h
Specialization for decorator binding.
AnimNext
template<> struct TDecoratorBinding< IEvaluate > : public [UE::AnimNext::FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding)
[]
TDecoratorBinding< IHierarchy >::GetInterface
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IHierarchy.h
AnimNext
const IHierarchy &42; GetInterface&40;&41; const
[]
TDecoratorBinding< IHierarchy >
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IHierarchy.h
Specialization for decorator binding.
AnimNext
template<> struct TDecoratorBinding< IHierarchy > : public [UE::AnimNext::FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding)
[]
TDecoratorBinding< ITimeline >::GetInterface
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/ITimeline.h
AnimNext
const ITimeline &42; GetInterface&40;&41; const
[]
TDecoratorBinding< ITimeline >::GetPlayRate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/ITimeline.h
ITimeline::GetPlayRate
AnimNext
double GetPlayRate &40; FExecutionContext & Context &41; const
[]
TDecoratorBinding< ITimeline >
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/ITimeline.h
Specialization for decorator binding.
AnimNext
template<> struct TDecoratorBinding< ITimeline > : public [UE::AnimNext::FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding)
[]
TDecoratorBinding< IUpdate >::PostUpdate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
IUpdate::PostUpdate
AnimNext
void PostUpdate &40; FExecutionContext & Context &41; const
[]
TDecoratorBinding< IUpdate >::GetInterface
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
AnimNext
const IUpdate &42; GetInterface&40;&41; const
[]
TDecoratorBinding< IUpdate >::PreUpdate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
IUpdate::PreUpdate
AnimNext
void PreUpdate &40; FExecutionContext & Context &41; const
[]
TDecoratorBinding< IUpdate >
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecoratorInterfaces/IUpdate.h
Specialization for decorator binding.
AnimNext
template<> struct TDecoratorBinding< IUpdate > : public [UE::AnimNext::FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding)
[]
FAllocatedBlock::AddRef
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
uint32 AddRef() const
[]
FAllocatedBlock::GetRefCount
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
uint32 GetRefCount() const
[]
FAllocatedBlock::Release
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
uint32 Release() const
[]
FAllocatedBlock::FAllocatedBlock
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
FAllocatedBlock&40;&41;
[]
FAllocatedBlock::FAllocatedBlock
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
FAllocatedBlock &40; const FAllocatedBlock & Other &41;
[]
FAllocatedBlock::FAllocatedBlock
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
FAllocatedBlock &40; FAllocatedBlock && Other &41;
[]
FAllocatedBlock::FAllocatedBlock
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
FAllocatedBlock ( void * InMemory, int32 InNumElem, [FParamTypeHandle](API\Plugins\AnimNext\Param\FParamTypeHandle) InTypeHandle )
[]
FAllocatedBlock
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
struct FAllocatedBlock
[ { "type": "void *", "name": "Memory", "description": "" }, { "type": "int32", "name": "NumElem", "description": "" }, { "type": "int32", "name": "NumRefs", "description": "" }, { "type": "FParamTypeHandl...", "name": "TypeHandle", "description": "" } ]
FAnimNextReferencePose
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/ReferencePose.h
USTRUCT wrapper for reference pose.
AnimNext
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimNextReferencePose : public [UE::AnimNext::TReferencePose< FDefaultAllocator >](API\Plugins\AnimNext\TReferencePose)
[]
FContext::GetDeltaTime
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Context.h
AnimNext
float GetDeltaTime() const
[]
FContext::GetMutableParamStack
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Context.h
Access the parameter stack, cached on construction.
AnimNext
[FParamStack](API\Plugins\AnimNext\Param\FParamStack) & GetMutableParamStack() const
[]
FContext::GetParamStack
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Context.h
AnimNext
const [FParamStack](API\Plugins\AnimNext\Param\FParamStack) & GetParamStack() const
[]
FContext::operator=
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Context.h
AnimNext
[FContext](API\Plugins\AnimNext\FContext) & operator= ( const [FContext](API\Plugins\AnimNext\FContext) & )
[]
FContext::operator=
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Context.h
AnimNext
[FContext](API\Plugins\AnimNext\FContext) & operator= ( [FContext](API\Plugins\AnimNext\FContext) && Other )
[]
FContext::FContext
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Context.h
AnimNext
FContext()
[]
FContext::FContext
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Context.h
AnimNext
FContext ( float InDeltaTime )
[]
FAnimNextLODPose
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/LODPose.h
USTRUCT wrapper for LOD pose.
AnimNext
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimNextLODPose : public [UE::AnimNext::TLODPose< FDefaultAllocator >](API\Plugins\AnimNext\TLODPose)
[]
FContext::FContext
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Context.h
AnimNext
FContext ( const [FContext](API\Plugins\AnimNext\FContext) & Other )
[]
FContext::FContext
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Context.h
AnimNext
FContext ( [FContext](API\Plugins\AnimNext\FContext) && Other )
[]
FContext
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Context.h
Context providing methods for mutating & interrogating the anim interface runtime.
AnimNext
struct FContext
[]
FDataHandle::AsArrayView
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
template<typename [DataType](API\Plugins\OptimusCore\DataType)> [TArrayView](API\Runtime\Core\Containers\TArrayView)< [DataType](API\Plugins\OptimusCore\DataType) > AsArrayView()
[]
FDataHandle::AsArrayView
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
template<typename [DataType](API\Plugins\OptimusCore\DataType)> [TArrayView](API\Runtime\Core\Containers\TArrayView)< [DataType](API\Plugins\OptimusCore\DataType) > AsArrayView() const
[]
FDataHandle::GetPtr
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
template<typename [DataType](API\Plugins\OptimusCore\DataType)> [DataType](API\Plugins\OptimusCore\DataType) * GetPtr()
[]
FDataHandle::GetPtr
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
template<typename [DataType](API\Plugins\OptimusCore\DataType)> const [DataType](API\Plugins\OptimusCore\DataType) * GetPtr() const
[]
FDataHandle::GetRef
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
template<typename [DataType](API\Plugins\OptimusCore\DataType)> const [DataType](API\Plugins\OptimusCore\DataType) & GetRef() const
[]
FDataHandle::GetRef
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
template<typename [DataType](API\Plugins\OptimusCore\DataType)> [DataType](API\Plugins\OptimusCore\DataType) & GetRef()
[]
FDataHandle::GetTypeHandle
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
[FParamTypeHandle](API\Plugins\AnimNext\Param\FParamTypeHandle) GetTypeHandle() const
[]
FDataHandle::IsValid
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
bool IsValid() const
[]
FDataHandle::operator=
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
[FDataHandle](API\Plugins\AnimNext\FDataHandle) & operator= ( const [FDataHandle](API\Plugins\AnimNext\FDataHandle) & Other )
[]
FDataHandle::operator=
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
[FDataHandle](API\Plugins\AnimNext\FDataHandle) & operator= ( [FDataHandle](API\Plugins\AnimNext\FDataHandle) && Other )
[]
FDataHandle::FDataHandle
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
FDataHandle()
[]
FDataHandle::FDataHandle
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
FDataHandle ( [Private::FAllocatedBlock](API\Plugins\AnimNext\FAllocatedBlock) * InAllocatedBlock )
[]
FDataHandle::FDataHandle
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
FDataHandle ( const [FDataHandle](API\Plugins\AnimNext\FDataHandle) & Other )
[]
FDataHandle::FDataHandle
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
FDataHandle ( [FDataHandle](API\Plugins\AnimNext\FDataHandle) && Other )
[]
FDataHandle::~FDataHandle
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
~FDataHandle()
[]
FDataHandle
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistryTypes.h
AnimNext
struct FDataHandle
[]
FDataRegistry::AllocateData
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Allocates memory for a type, initialized with the default constructor (with optional passed arguments) Returns a refcounted animation data handle Allocated memory will be released once the refcount reaches 0
AnimNext
template<typename [DataType](API\Plugins\OptimusCore\DataType), typename... ArgTypes> [FDataHandle](API\Plugins\AnimNext\FDataHandle) AllocateData ( const int32 NumElements, ArgTypes &&... Args )
[]
DestroyFnSignature
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
AnimNext
typedef void(* DestroyFnSignature
[]
DEFAULT_BLOCK_SIZE
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
AnimNext
static constexpr int32 DEFAULT_BLOCK_SIZE = 32;
[]
FDataRegistry::Get
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Access the global registry.
AnimNext
static [FDataRegistry](API\Plugins\AnimNext\FDataRegistry) * Get()
[]
FDataRegistry::GetOrGenerateReferencePose
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Returns a ref counted handle to the refence pose of the given skeletal mesh component.
AnimNext
[FDataHandle](API\Plugins\AnimNext\FDataHandle) GetOrGenerateReferencePose ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent )
[]
FDataRegistry::GetRegisteredData
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Obtains the data hanle for the passed Id, if it exists. If there is no anim data handle registered, the handle IsValid will be false
AnimNext
[FDataHandle](API\Plugins\AnimNext\FDataHandle) GetRegisteredData ( const [FName](API\Runtime\Core\UObject\FName) & Id ) const
[]
FDataRegistry::PreAllocateMemory
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Allocates uninitialized memory for a type (leaving the initialization to the caller) Returns a refcounted animation data handle Allocated memory will be released once the refcount reaches 0
AnimNext
template<typename [DataType](API\Plugins\OptimusCore\DataType)> [FDataHandle](API\Plugins\AnimNext\FDataHandle) PreAllocateMemory ( const int32 NumElements )
[]
FDataRegistry::RegisterData
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Registers an anim data handle with arbitrary data using anFNameNote that AnimDataHandles are refcounted, so this makes them permanent until unregistered
AnimNext
void RegisterData ( const [FName](API\Runtime\Core\UObject\FName) & Id, const [FDataHandle](API\Plugins\AnimNext\FDataHandle) & AnimationDataHandle )
[]
FDataRegistry::RegisterDataType
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Registers a type and sets the desired preallocation block size If a type is allocated without registering, a default block size of 32 will be used
AnimNext
template<typename [DataType](API\Plugins\OptimusCore\DataType)> void RegisterDataType ( int32 AllocationBlockSize )
[]
FDataRegistry::RegisterReferencePose
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Generates and registers a reference pose for the SkeletalMesh asset of the SkeletalMeshComponent and modifies it with the additional required bones or the visibility state of the bones of the SkeletalMeshComponent
AnimNext
[FDataHandle](API\Plugins\AnimNext\FDataHandle) RegisterReferencePose ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent )
[]
FDataRegistry::RemoveReferencePose
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Removes a previously registered reference pose for the given SkeletalMeshComponent.
AnimNext
void RemoveReferencePose ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent )
[]
FDataRegistry::UnregisterData
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Unregisters a previously registered anim data handle.
AnimNext
void UnregisterData ( const [FName](API\Runtime\Core\UObject\FName) & Id )
[]
FDataRegistry
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h
Global registry of animation data Holds ref counted data that gets released when the last DataHandle of that element goes out of scope Calling public functions from multiple threads is expected. Data races are guarded by a FRWLock. TODO : Memory management will have to be implemented to avoid fragmentation and performance reasons
AnimNext
class FDataRegistry
[]
FDecompressionTools::DecompressPose
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecompressionTools.h
Decompress and retarget animation data using provided RetargetTransforms.
AnimNext
static void DecompressPose ( [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData, const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & CompressedData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompressionContext, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RetargetTransforms, const [FRootMotionReset](API\Runtime\Engine\Animation\FRootMotionReset) & RootMotionReset )
[]
FDecompressionTools::DecompressPose
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecompressionTools.h
Decompress and retarget animation data.
AnimNext
static void DecompressPose ( [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData, const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & CompressedData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompressionContext, [FName](API\Runtime\Core\UObject\FName) RetargetSource, const [FRootMotionReset](API\Runtime\Engine\Animation\FRootMotionReset) & RootMotionReset )
[]
FDecompressionTools::GetAnimationPose
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecompressionTools.h
Extracted fromUAnimSequenceExtracts Animation Data from the provided AnimSequence, using AnimExtractContext extraction parameters
AnimNext
static void GetAnimationPose ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext )
[]
FDecompressionTools::GetBonePose
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecompressionTools.h
Get Bone Transform of the Time given, relative to Parent for all RequiredBones This returns different transform based on additive or not. Or what kind of additive.
AnimNext
static void GetBonePose ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData, bool bForceUseRawData )
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FDecompressionTools::GetBonePose_Additive
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecompressionTools.h
AnimNext
static void GetBonePose_Additive ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData )
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FDecompressionTools::RetargetBoneTransform
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecompressionTools.h
AnimNext
static void RetargetBoneTransform ( const [FReferencePose](API\Plugins\AnimNext\FReferencePose) & ReferencePose, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SourceSkeleton, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * TargetSkeleton, const [FName](API\Runtime\Core\UObject\FName) & RetargetSource, FTransform & BoneTransform, const int32 SkeletonBoneIndex, const int32 LODBoneIndex, const bool bIsBakedAdditive, const bool bDisableRetargeting )
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FDecompressionTools::GetBonePose_AdditiveMeshRotationOnly
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecompressionTools.h
AnimNext
static void GetBonePose_AdditiveMeshRotationOnly ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData )
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FDecompressionTools::RetargetBoneTransform
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecompressionTools.h
AnimNext
static void RetargetBoneTransform ( const [FReferencePose](API\Plugins\AnimNext\FReferencePose) & ReferencePose, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SourceSkeleton, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * TargetSkeleton, const [FName](API\Runtime\Core\UObject\FName) & SourceName, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RetargetTransforms, FTransform & BoneTransform, const int32 SkeletonBoneIndex, const int32 LODBoneIndex, const bool bIsBakedAdditive, const bool bDisableRetargeting )
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FGenerationLODData
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/GenerationTools.h
AnimNext
struct FGenerationLODData
[ { "type": "TArray< FBoneIn...", "name": "ExcludedBones", "description": "" }, { "type": "TArray< FBoneIn...", "name": "ExcludedBonesFromPrevLOD", "description": "" }, { "type": "TArray< FBoneIn...", "name": "RequiredBones", "description": "" } ]
FDecompressionTools
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DecompressionTools.h
AnimNext
class FDecompressionTools
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FGenerationTools::CalculateDifferenceFromParentLOD
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/GenerationTools.h
Calculate the bone indexes difference from LOD0 for LODIndex.
AnimNext
static void CalculateDifferenceFromParentLOD ( int32 LODIndex, [TArray](API\Runtime\Core\Containers\TArray)< [FGenerationLODData](API\Plugins\AnimNext\FGenerationLODData) > & GenerationLODData )
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FGenerationTools::CheckExcludedBones
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/GenerationTools.h
For each LOD : Check the excluded bones in LOD(N) contain all the bones excluded in LOD(N-1)
AnimNext
static bool CheckExcludedBones ( const int32 NumLODs, const [TArray](API\Runtime\Core\Containers\TArray)< [FGenerationLODData](API\Plugins\AnimNext\FGenerationLODData) > & GenerationLODData, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )
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FGenerationTools::GenerateLODData
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/GenerationTools.h
AnimNext
static void GenerateLODData ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 StartLOD, const int32 NumLODs, const [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) > & LODRenderData, const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & RequiredBones_LOD0, [TArray](API\Runtime\Core\Containers\TArray)< [FGenerationLODData](API\Plugins\AnimNext\FGenerationLODData) > & GenerationLODData, [TArray](API\Runtime\Core\Containers\TArray)< [FGenerationLODData](API\Plugins\AnimNext\FGenerationLODData) > & GenerationComponentSpaceLODData )
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FGenerationTools::CheckSkeletalAllMeshSocketsAlwaysAnimate
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/GenerationTools.h
Checks if all sockets of a skeletal mesh are set to always animate, as it is a requirement for generating a single reference pose, where the local space pose and the component space pose use the same bone indexes
AnimNext
static bool CheckSkeletalAllMeshSocketsAlwaysAnimate ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )
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FGenerationTools::DifferenceBoneIndexArrays
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/GenerationTools.h
Utility for taking two arrays of bone indices, which must be strictly increasing, and finding the A - B. That is - any items left in A, after removing B.
AnimNext
static void DifferenceBoneIndexArrays ( const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & A, const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & B, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & Output )
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FGenerationTools::GenerateOrderedBoneList
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/GenerationTools.h
For each LOD : Generates an unified list of bones, in LOD order (if possible) Returns true if the unified list could be created, false otherwise
AnimNext
static bool GenerateOrderedBoneList ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [TArray](API\Runtime\Core\Containers\TArray)< [FGenerationLODData](API\Plugins\AnimNext\FGenerationLODData) > & GenerationLODData, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OrderedBoneList )
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FGenerationTools::GenerateRawLODData
/Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/GenerationTools.h
Generates the full list of bones required by a LOD, based on the SkeletalRetrieve RequiredBones Compute ExcludedBones versus LOD0 and PreviousLOD Remove ExcludedBonesFromPrevLOD from BonesInAllLODS
AnimNext
static void GenerateRawLODData ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, const [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) > & LODRenderData, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutRequiredBones, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutFillComponentSpaceTransformsRequiredBones )
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