| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Animation/AnimSet.h |
Include |
#include "Animation/AnimSet.h" |
class UAnimSet : public UObject
Name | Description | ||
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BestRatioSkelMeshName |
Holds the name of the skeletal mesh whose reference skeleton best matches the TrackBoneName array. |
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PreviewSkelMeshName |
In the AnimSetEditor, when you switch to this AnimSet, it sees if this skeletal mesh is loaded and if so switches to it. |
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Sequences |
Actual animation sequence information. |
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SkelMesh2LinkupCache |
: Do change private - they will go away |
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TrackBoneNames |
Bone name that each track relates to. |
Name | Description | |
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UAnimSet ( |
Name | Description | ||
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CanPlayOnSkeletalMesh ( |
See if we can play sequences from this AnimSet on the provided USkeletalMesh. |
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ClearAllAnimSetLinkupCaches() |
Util that finds all AnimSets and flushes their LinkupCache, then calls InitAnimTree on all SkeletalMeshComponents. |
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UAnimSequenc... |
FindAnimSequence ( |
Returns the AnimSequence with the specified name in this set. |
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FindTrackWithName ( |
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GetMeshLinkupIndex ( |
Find a mesh linkup table (mapping of sequence tracks to bone indices) for a particular SkeletalMesh If one does not already exist, create it now. |
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float |
GetSkeletalMeshMatchRatio ( |
Get Ratio of how much that mesh fits that animation set |
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RemoveAnimSequenceFromAnimSet ( |
Properly remove an AnimSequence from an AnimSet, and updates references it might have. |
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ResetAnimSet() |
Clears all sequences and resets the TrackBoneNames table. |
Name | Description | ||
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |