UAnimationSharingManager

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UAnimationSharingManager

References

Module

AnimationSharing

Header

/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h

Include

#include "AnimationSharingManager.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig)
class UAnimationSharingManager : public UObject

Variables

Name Description

Protected variable UProperty Category Transient visibleanywhere

TArray< UAnimSh...

 

PerSkeletonData

Sharing data required for the unique Skeleton setups

Protected variable

FAnimationShari...

 

ScalabilitySettings

Platform specific scalability settings

Protected variable UProperty Transient

TArray< const U...

 

Skeletons

Array of unique skeletons, matches PerSkeletonData array entries

Protected variable

FTickAnimationS...

 

TickFunction

Tick function for this manager

Functions

Name Description

Public function Static UFunction BlueprintPure, Category

bool

 

AnimationSharingEnabled()

Returns whether or not the animation sharing is enabled

Public function

void

 

ClearActorData()

Ensures all actor data is cleared

Protected function Const

uint32

 

CreateActorHandle

(
    uint8 SkeletonIndex,
    uint32 ActorIndex
)

Dealing with Actor data and handles

Public function Static UFunction BlueprintCallable, Category, Meta

bool

 

CreateAnimationSharingManager

(
    UObject* WorldContextObject,
    const UAnimationSharingSetup* ...
)

Create an Animation Sharing Manager using the provided Setup

Protected function

FPerActorDat...

 

GetActorDataByHandle

(
    uint32 InHandle
)

Protected function Const

uint32

 

GetActorIndexFromHandle

(
    uint32 InHandle
)

Public function Static UFunction BlueprintCallable, Category, Meta

UAnimationSh...

 

GetAnimationSharingManager

(
    UObject* WorldContextObject
)

Returns the AnimationSharing Manager, nullptr if none was set up

Public function Static

UAnimationSh...

 

GetManagerForWorld

(
    UWorld* InWorld
)

Returns the AnimationSharing Manager for a specific UWorld, nullptr if none was set up

Public function Static

FName

 

GetPlatformName()

Public function Const

const FAnima...

 

GetScalabilitySettings()

Returns current scalability settings

Protected function Const

uint8

 

GetSkeletonIndexFromHandle

(
    uint32 InHandle
)

Public function

FTickAnimati...

 

GetTickFunction()

Public function Virtual Const

UWorld *

 

GetWorld()

Public function

void

 

Initialise

(
    const UAnimationSharingSetup* ...
)

Initialize sharing data structures

Public function

void

 

RegisterActor

(
    AActor* InActor,
    FUpdateActorHandle Delegate
)

Registers actor with the animation sharing system

Public function

void

 

RegisterActorWithSkeleton

(
    AActor* InActor,
    const USkeleton* SharingSkelet...,
    FUpdateActorHandle Delegate
)

Registers actor with the animation sharing system according to the SharingSkeleton's sharing setup (if available)

Public function UFunction BlueprintCallable, Category, Meta

void

 

RegisterActorWithSkeletonBP

(
    AActor* InActor,
    const USkeleton* SharingSkelet...
)

Register an Actor with this Animation Sharing manager, according to the SharingSkeleton

Public function Static

void

 

SetDebugMaterial

(
    USkeletalMeshComponent* Compon...,
    uint8 State
)

Public function Static

void

 

SetDebugMaterialForActor

(
    UAnimSharingInstance* Data,
    uint32 ActorIndex,
    uint8 State
)

Public function

void

 

SetMasterComponentsVisibility

(
    bool bVisible
)

Sets the visibility of currently used Master Pose Components

Protected function

void

 

SetupPerSkeletonData

(
    const FPerSkeletonAnimationSharingS...
)

Populates all data required for a Skeleton setup

Public function

void

 

Tick

(
    float DeltaTime
)

Public function

void

 

UnregisterActor

(
    AActor* InActor
)

Unregisters actor with the animation sharing system

Public function

void

 

UnregisterAllActors()

Ensures all currently registered actors are removed

Public function

void

 

UpdateSignificanceForActorHandle

(
    uint32 InHandle,
    float InValue
)

Update cached significance for registered actor

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

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