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AnimToTextureParamNames::AutoPlay
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::AutoPlay = TEXT("AutoPlay"); }
[]
AnimToTextureParamNames::BonePositionTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BonePositionTexture = TEXT("BonePositionTexture"); }
[]
AnimToTextureParamNames::BoneRotationTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BoneRotationTexture = TEXT("BoneRotationTexture"); }
[]
AnimToTextureParamNames::BoneWeightRowsPerFrame
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BoneWeightRowsPerFrame = TEXT("BoneWeightsRowsPerFrame"); }
[]
AnimToTextureParamNames::BoneWeightsTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BoneWeightsTexture = TEXT("BoneWeightsTexture"); }
[]
AnimToTextureParamNames::EndFrame
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::EndFrame = TEXT("EndFrame"); }
[]
AnimToTextureParamNames::Frame
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::Frame = TEXT("Frame"); }
[]
AnimToTextureParamNames::NumBones
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::NumBones = TEXT("NumBones"); }
[]
AnimToTextureParamNames::MinBBox
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::MinBBox = TEXT("MinBBox"); }
[]
AnimToTextureParamNames::NumFrames
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::NumFrames = TEXT("NumFrames"); }
[]
AnimToTextureParamNames::RowsPerFrame
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::RowsPerFrame = TEXT("RowsPerFrame"); }
[]
AnimToTextureParamNames::SampleRate
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::SampleRate = TEXT("SampleRate"); }
[]
AnimToTextureParamNames::SizeBBox
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::SizeBBox = TEXT("SizeBBox"); }
[]
AnimToTextureParamNames::StartFrame
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::StartFrame = TEXT("StartFrame"); }
[]
AnimToTextureParamNames::UseFourInfluences
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseFourInfluences = TEXT("UseFourInfluences"); }
[]
AnimToTextureParamNames::UseTwoInfluences
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseTwoInfluences = TEXT("UseTwoInfluences"); }
[]
AnimToTextureParamNames::UseUV0
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV0 = TEXT("UseUV0"); }
[]
AnimToTextureParamNames::UseUV1
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV1 = TEXT("UseUV1"); }
[]
AnimToTextureParamNames::UseUV2
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV2 = TEXT("UseUV2"); }
[]
AnimToTextureParamNames::UseUV3
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV3 = TEXT("UseUV3"); }
[]
AnimToTextureParamNames::VertexNormalTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::VertexNormalTexture = TEXT("NormalTexture"); }
[]
EAnimToTextureNumBoneInfluences
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
enum EAnimToTextureNumBoneInfluences { One, Two, Four, }
[]
EAnimToTextureMode
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
enum EAnimToTextureMode { Vertex, Bone, }
[]
AnimToTextureParamNames::VertexPositionTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::VertexPositionTexture = TEXT("PositionTexture"); }
[]
EAnimToTexturePrecision
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
enum EAnimToTexturePrecision { EightBits, SixteenBits, }
[]
FAnimToTextureAnimInfo
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Blueprintable) struct FAnimToTextureAnimInfo
[ { "type": "int32", "name": "EndFrame", "description": "" }, { "type": "int32", "name": "StartFrame", "description": "" } ]
FAnimToTextureAnimSequenceInfo
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Blueprintable) struct FAnimToTextureAnimSequenceInfo
[ { "type": "TObjectPtr<UAn...", "name": "AnimSequence", "description": "" }, { "type": "bool", "name": "bEnabled", "description": "" }, { "type": "bool", "name": "bUseCustomRange", "description": "Use Custom FrameRange" }, { "type": "int32", "name": "EndFrame", "description": "Animation End Frame (Inclusive)" }, { "type": "int32", "name": "StartFrame", "description": "Animation Start Frame" } ]
FAnimToTextureAutoPlayData
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
AnimToTexture
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FAnimToTextureAutoPlayData
[ { "type": "float", "name": "EndFrame", "description": "Last frame of animation" }, { "type": "float", "name": "PlayRate", "description": "Rate for increasing and decreasing speed." }, { "type": "float", "name": "StartFrame", "description": "Starting frame for animation." }, { "type": "float", "name": "TimeOffset", "description": "Adds offset to time" } ]
FAnimToTextureFrameData
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
AnimToTexture
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FAnimToTextureFrameData
[ { "type": "float", "name": "Frame", "description": "Frame to be played" }, { "type": "float", "name": "PrevFrame", "description": "Previous Frame (this is needeed for motion blur)" } ]
FAnimToTextureModule::ShutdownModule
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureModule.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.
AnimToTexture
virtual void ShutdownModule()
[]
FAnimToTextureModule
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureModule.h
AnimToTexture
class FAnimToTextureModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FAnimToTextureModule::StartupModule
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureModule.h
IModuleInterfaceimplementation
AnimToTexture
virtual void StartupModule()
[]
UAnimToTextureDataAsset::BP_GetBonePositionTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Bone Position Texture")) [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BP_GetBonePositionTexture()
[]
UAnimToTextureDataAsset::BP_GetBoneRotationTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Bone Rotation Texture")) [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BP_GetBoneRotationTexture()
[]
UAnimToTextureDataAsset::BP_GetBoneWeightTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Bone Weight Texture")) [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BP_GetBoneWeightTexture()
[]
UAnimToTextureDataAsset::BP_GetSkeletalMesh
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Skeletal Mesh")) [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * BP_GetSkeletalMesh()
[]
UAnimToTextureDataAsset::BP_GetStaticMesh
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Static Mesh")) [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * BP_GetStaticMesh()
[]
UAnimToTextureDataAsset::GetAsset
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
If we weren't in a plugin, we could unify this in a base class.
AnimToTexture
template<typename AssetType> static AssetType * GetAsset ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< AssetType > & AssetPointer )
[]
UAnimToTextureDataAsset::GetBoneRotationTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBoneRotationTexture() const
[]
UAnimToTextureDataAsset::GetBonePositionTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBonePositionTexture() const
[]
UAnimToTextureDataAsset::GetBoneWeightTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBoneWeightTexture() const
[]
UAnimToTextureDataAsset::GetIndexFromAnimSequence
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
Finds AnimSequenceIndexin the Animations Array. Only Enabled elements are returned. Returns -1 if not found.
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Default) int32 GetIndexFromAnimSequence ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Sequence )
[]
UAnimToTextureDataAsset::GetSkeletalMesh
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMesh() const
[]
UAnimToTextureDataAsset::GetStaticMesh
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetStaticMesh() const
[]
UAnimToTextureDataAsset::GetVertexNormalTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetVertexNormalTexture() const
[]
UAnimToTextureDataAsset::ResetInfo
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void ResetInfo()
[]
UAnimToTextureInstancePlaybackLibrary::BatchUpdateInstancesAutoPlayData
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
Updates all instances with the given Transforms and AutoPlayData
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool BatchUpdateInstancesAutoPlayData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimToTextureAutoPlayData](API\Plugins\AnimToTexture\FAnimToTextureAutoPlayData) > & AutoPlayData, const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & Transforms, bool bMarkRenderStateDirty )
[]
UAnimToTextureInstancePlaybackLibrary::BatchUpdateInstancesFrameData
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
Updates all instances with the given Transforms and FrameData
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool BatchUpdateInstancesFrameData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimToTextureFrameData](API\Plugins\AnimToTexture\FAnimToTextureFrameData) > & FrameData, const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & Transforms, bool bMarkRenderStateDirty )
[]
UAnimToTextureDataAsset::GetVertexPositionTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetVertexPositionTexture() const
[]
UAnimToTextureInstancePlaybackLibrary::GetAutoPlayDataFromDataAsset
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
Returns an AutoPlayData with the Start and End Frame for the given AnimationIndex. If AnimationIndex is out of range, false will be returned.
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool GetAutoPlayDataFromDataAsset ( const [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset, int32 AnimationIndex, [FAnimToTextureAutoPlayData](API\Plugins\AnimToTexture\FAnimToTextureAutoPlayData) & AutoPlayData, float TimeOffset, float PlayRate )
[]
UAnimToTextureInstancePlaybackLibrary::GetFrame
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static float GetFrame ( float Time, float StartFrame, float EndFrame, float TimeOffset, float PlayRate, float SampleRate )
[]
UAnimToTextureInstancePlaybackLibrary::GetFrameDataFromDataAsset
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool GetFrameDataFromDataAsset ( const [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset, int32 AnimationIndex, float Time, [FAnimToTextureFrameData](API\Plugins\AnimToTexture\FAnimToTextureFrameData) & AutoPlayData, float TimeOffset, float PlayRate )
[]
UAnimToTextureDataAsset
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h
AnimToTexture
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType) class UAnimToTextureDataAsset : public [UPrimaryDataAsset](API\Runtime\Engine\Engine\UPrimaryDataAsset)
[ { "type": "int32", "name": "AnimationIndex", "description": "AnimationIndexIndexof the animation to play." }, { "type": "TArray<FAnimTo...", "name": "Animations", "description": "" }, { "type": "TArray<FAnimTo...", "name": "AnimSequences", "description": "" }, { "type": "FName", "name": "AttachToSocket", "description": "Bone used for Rigid Binding." }, { "type": "bool", "name": "bAutoPlay", "description": "Material Layer Static Switches AutoPlay will use Engine Time for driving the animation." }, { "type": "bool", "name": "bEnforcePowerOfTwo", "description": "Enforce Power Of Two on texture resolutions." }, { "type": "FVector3f", "name": "BoneMinBBox", "description": "" }, { "type": "TSoftObjectPtr<...", "name": "BonePositionTexture", "description": "Texture for storing bone positions This is only used on Bone Mode" }, { "type": "TSoftObjectPtr<...", "name": "BoneRotationTexture", "description": "Texture for storing bone rotations This is only used on Bone Mode" }, { "type": "int32", "name": "BoneRowsPerFrame", "description": "" }, { "type": "FVector3f", "name": "BoneSizeBBox", "description": "" }, { "type": "int32", "name": "BoneWeightRowsPerFrame", "description": "" }, { "type": "TSoftObjectPtr<...", "name": "BoneWeightTexture", "description": "Texture for storing vertex/bone weighting This is only used on Bone Mode" }, { "type": "int32", "name": "Frame", "description": "Frame to play When not using AutoPlay, user is responsible of setting the frame." }, { "type": "int32", "name": "MaxHeight", "description": "Texture Max resolution of the texture. A smaller size will be used if the data fits." }, { "type": "int32", "name": "MaxWidth", "description": "Max resolution of the texture. A smaller size will be used if the data fits." }, { "type": "EAnimToTextureM...", "name": "Mode", "description": "Storage Mode." }, { "type": "EAnimToTextureN...", "name": "NumBoneInfluences", "description": "Number of Bone Influences for deformation." }, { "type": "int32", "name": "NumBones", "description": "Total Number of Bones" }, { "type": "int32", "name": "NumDriverTriangles", "description": "Number of Driver Triangles Each StaticMesh Vertex will be influenced by N SkeletalMesh (Driver) Triangles." }, { "type": "int32", "name": "NumFrames", "description": "Info Total Number of Frames in all animations" }, { "type": "EAnimToTextureP...", "name": "Precision", "description": "Texture Precision" }, { "type": "FTransform", "name": "RootTransform", "description": "Animation Adds transformation to baked textures." }, { "type": "float", "name": "SampleRate", "description": "" }, { "type": "float", "name": "Sigma", "description": "Inverse Distance Weighting This exponent value will be used for computing weights for the DriverTriangles." }, { "type": "int32", "name": "SkeletalLODIndex", "description": "SkeletalMesh LOD to bake." }, { "type": "TSoftObjectPtr<...", "name": "SkeletalMesh", "description": "SkeletalMesh to bake animations from." }, { "type": "int32", "name": "StaticLODIndex", "description": "StaticMesh LOD to bake to." }, { "type": "TSoftObjectPtr<...", "name": "StaticMesh", "description": "StaticMesh to bake to." }, { "type": "int32", "name": "UVChannel", "description": "StaticMesh UVChannelIndexfor storing vertex information." }, { "type": "FVector3f", "name": "VertexMinBBox", "description": "" }, { "type": "TSoftObjectPtr<...", "name": "VertexNormalTexture", "description": "Texture for storing vertex normals This is only used on Vertex Mode" }, { "type": "TSoftObjectPtr<...", "name": "VertexPositionTexture", "description": "Texture for storing vertex positions This is only used on Vertex Mode" }, { "type": "int32", "name": "VertexRowsPerFrame", "description": "" }, { "type": "FVector3f", "name": "VertexSizeBBox", "description": "" } ]
UAnimToTextureInstancePlaybackLibrary::SetupInstancedMeshComponent
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
Adds Instances and allocates the necessary CustomData.
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool SetupInstancedMeshComponent ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, int32 NumInstances, bool bAutoPlay )
[]
UAnimToTextureInstancePlaybackLibrary::UpdateInstanceAutoPlayData
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
Updates a single instance with given AutoPlayData
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool UpdateInstanceAutoPlayData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, int32 InstanceIndex, const [FAnimToTextureAutoPlayData](API\Plugins\AnimToTexture\FAnimToTextureAutoPlayData) & AutoPlayData, bool bMarkRenderStateDirty )
[]
UAnimToTextureInstancePlaybackLibrary::UpdateInstanceFrameData
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
AnimToTexture
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool UpdateInstanceFrameData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, int32 InstanceIndex, const [FAnimToTextureFrameData](API\Plugins\AnimToTexture\FAnimToTextureFrameData) & FrameData, bool bMarkRenderStateDirty )
[]
UAnimToTextureInstancePlaybackLibrary
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureInstancePlaybackHelpers.h
AnimToTexture
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAnimToTextureInstancePlaybackLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
AnimToTexture_Private::VectorToColor
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
namespace AnimToTexture_Private { template<class V, class C> void AnimToTexture_Private::VectorToColor ( const V & Vector, C & Color ) }
[]
AnimToTexture_Private::WriteSkinWeightsToTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
Writes list of skinweights into texture. The SkinWeights data is already in uint8 & uint16 format, no need for normalizing it.
AnimToTextureEditor
namespace AnimToTexture_Private { template<class TextureSettings> bool AnimToTexture_Private::WriteSkinWeightsToTexture ( const [TArray](API\Runtime\Core\Containers\TArray)< [VertexSkinWeightFour](API\Plugins\AnimToTextureEditor\VertexSkinWeightFour) > & SkinWeights, const int32 NumBones, const int32 RowsPerFrame, const int32 Height, const int32 Width, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture ) }
[]
AnimToTexture_Private::WriteToTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
Helper utility for writing 8 or 16 bits textures
AnimToTextureEditor
namespace AnimToTexture_Private { template<class TextureSettings> bool AnimToTexture_Private::WriteToTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, const uint32 Height, const uint32 Width, const [TArray](API\Runtime\Core\Containers\TArray)< typename TextureSettings::ColorType > & Data ) }
[]
AnimToTexture_Private::WriteVectorsToTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
Writes list of vectors into texture Note: They must be pre-normalized.
AnimToTextureEditor
namespace AnimToTexture_Private { template<class V, class TextureSettings> bool AnimToTexture_Private::WriteVectorsToTexture ( const [TArray](API\Runtime\Core\Containers\TArray)< V > & Vectors, const int32 NumFrames, const int32 RowsPerFrame, const int32 Height, const int32 Width, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture ) }
[]
FAnimToTextureAssetActions::GetActions
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureAssetActions.h
Generates a menubuilder for the specified objects.
AnimToTextureEditor
virtual void GetActions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )
[]
FAnimToTextureAssetActions::GetCategories
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureAssetActions.h
Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.
AnimToTextureEditor
virtual uint32 GetCategories()
[]
FAnimToTextureAssetActions::GetName
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureAssetActions.h
IAssetTypeActionsImplementation.
AnimToTextureEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetName() const
[]
FAnimToTextureAssetActions::GetSubMenus
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureAssetActions.h
Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu.
AnimToTextureEditor
virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetSubMenus() const
[]
FAnimToTextureAssetActions::GetSupportedClass
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureAssetActions.h
Get the supported class of this type.
AnimToTextureEditor
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const
[]
FAnimToTextureAssetActions::GetThumbnailOverlay
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureAssetActions.h
Optionally returns a custom widget to overlay on top of this assets' thumbnail
AnimToTextureEditor
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
[]
FAnimToTextureAssetActions::GetTypeColor
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureAssetActions.h
Returns the color associated with this type
AnimToTextureEditor
virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const
[]
FAnimToTextureAssetActions
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureAssetActions.h
AnimToTextureEditor
class FAnimToTextureAssetActions : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)
[]
FAnimToTextureEditorModule::ShutdownModule
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureEditorModule.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.
AnimToTextureEditor
virtual void ShutdownModule()
[]
FAnimToTextureEditorModule::StartupModule
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureEditorModule.h
IModuleInterfaceimplementation
AnimToTextureEditor
virtual void StartupModule()
[]
FAnimToTextureEditorModule
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureEditorModule.h
AnimToTextureEditor
class FAnimToTextureEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
ColorType
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
typedef [FVector4u16](API\Plugins\AnimToTextureEditor\FVector4u16) ColorType
[]
CompressionSettings
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
static constexpr TextureCompressionSettings CompressionSettings = TextureCompressionSettings::TC_HDR;
[]
DefaultColor
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
static constexpr [ColorType](API\Plugins\AnimToTextureEditor\FHighPrecision\ColorType) DefaultColor = { 0, 0, 0, 0 };
[]
PixelFormat
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
static constexpr EPixelFormat PixelFormat = EPixelFormat::PF_R16G16B16A16_UNORM;
[]
TextureSourceFormat
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
static constexpr ETextureSourceFormat TextureSourceFormat = ETextureSourceFormat::TSF_RGBA16;
[]
FHighPrecision
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
struct FHighPrecision
[]
ColorType
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
typedef [FColor](API\Runtime\Core\Math\FColor) ColorType
[]
CompressionSettings
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
static constexpr TextureCompressionSettings CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;
[]
PixelFormat
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
static constexpr EPixelFormat PixelFormat = EPixelFormat::PF_B8G8R8A8;
[]
TextureSourceFormat
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
static constexpr ETextureSourceFormat TextureSourceFormat = ETextureSourceFormat::TSF_BGRA8;
[]
FLowPrecision
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
struct FLowPrecision
[]
FSourceMeshToDriverMesh::DeformVerticesAndNormals
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
Deforms Source Vertices with Driver Triangles.
AnimToTextureEditor
void DeformVerticesAndNormals ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & DriverVertices, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutVertices, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutNormals ) const
[]
FSourceMeshToDriverMesh::GetNumSourceVertices
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
Returns Number of Source Vertices.
AnimToTextureEditor
int32 GetNumSourceVertices() const
[]
FSourceMeshToDriverMesh::GetSourceNormals
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
Returns Source Normals.
AnimToTextureEditor
int32 GetSourceNormals ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutNormals ) const
[]
FSourceMeshToDriverMesh::GetSourceVertices
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
Returns Source Vertices.
AnimToTextureEditor
int32 GetSourceVertices ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutVertices ) const
[]
FSourceMeshToDriverMesh::ProjectSkinWeights
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
Project SkinWeights.
AnimToTextureEditor
void ProjectSkinWeights ( [TArray](API\Runtime\Core\Containers\TArray)< [VertexSkinWeightMax](API\Plugins\AnimToTextureEditor\VertexSkinWeightMax) > & OutSkinWeights ) const
[]
FSourceMeshToDriverMesh::Update
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
AnimToTextureEditor
void Update ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 StaticMeshLODIndex, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 SkeletalMeshLODIndex, const int32 NumDrivers, const float Sigma )
[]
FSourceMeshToDriverMesh::FSourceMeshToDriverMesh
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
AnimToTextureEditor
FSourceMeshToDriverMesh()
[]
DefaultColor
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
static constexpr [ColorType](API\Plugins\AnimToTextureEditor\FLowPrecision\ColorType) DefaultColor = FColor(0, 0, 0, 0);
[]
FSourceMeshToDriverMesh
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
Creates Mapping between StaticMesh (Source) and SkeletalMesh (Driver)
AnimToTextureEditor
class FSourceMeshToDriverMesh
[]
FSourceVertexData::Update
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
AnimToTextureEditor
void Update ( const FVector3f & SourceVertex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & DriverVertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector3 > & DriverTriangles, const [TArray](API\Runtime\Core\Containers\TArray)< [VertexSkinWeightMax](API\Plugins\AnimToTextureEditor\VertexSkinWeightMax) > & DriverSkinWeights, const int32 NumDrivers, const float Sigma )
[]
FSourceVertexData::FSourceVertexData
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
AnimToTextureEditor
FSourceVertexData()
[]
FSourceVertexData
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
AnimToTextureEditor
class FSourceVertexData
[ { "type": "TArray<FSource...", "name": "DriverTriangleData", "description": "DriverTriangle Data specific to this SourceVertex." } ]
FSourceVertexDriverTriangleData
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureMeshMapping.h
AnimToTextureEditor
struct FSourceVertexDriverTriangleData
[ { "type": "FVector3f", "name": "BarycentricCoords", "description": "" }, { "type": "float", "name": "InverseDistanceWeight", "description": "" }, { "type": "FMatrix44f", "name": "InvMatrix", "description": "" }, { "type": "VertexSkinWeigh...", "name": "SkinWeights", "description": "" }, { "type": "uint8", "name": "TangentLocalIndex", "description": "" }, { "type": "FIntVector3", "name": "Triangle", "description": "" } ]
FVector4u16
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureUtils.h
AnimToTextureEditor
struct FVector4u16
[ { "type": "uint16", "name": "W", "description": "" }, { "type": "uint16", "name": "X", "description": "" }, { "type": "uint16", "name": "Y", "description": "" }, { "type": "uint16", "name": "Z", "description": "" } ]
TVertexSkinWeight
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureSkeletalMesh.h
AnimToTextureEditor
template<uint16 NumInfluences> struct TVertexSkinWeight
[ { "type": "TStaticArray< u...", "name": "BoneWeights", "description": "" }, { "type": "TStaticArray< u...", "name": "MeshBoneIndices", "description": "" } ]
UAnimToTextureBPLibrary::AnimationToTexture
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h
Bakes Animation Data into Textures.
AnimToTextureEditor
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(Category="AnimToTexture")) static bool AnimationToTexture ( [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset )
[]
UAnimToTextureBPLibrary::ConvertSkeletalMeshToStaticMesh
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h
Utility for converting SkeletalMesh into a StaticMesh
AnimToTextureEditor
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture") static [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ConvertSkeletalMeshToStaticMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [FString](API\Runtime\Core\Containers\FString) PackageName, const int32 LODIndex )
[]