UAnimSet

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/AnimSet.h

Include

#include "Animation/AnimSet.h"

Syntax

class UAnimSet : public UObject

Variables

Name Description

Public variable

FName

 

BestRatioSkelMeshName

Holds the name of the skeletal mesh whose reference skeleton best matches the TrackBoneName array.

Public variable

FName

 

PreviewSkelMeshName

In the AnimSetEditor, when you switch to this AnimSet, it sees if this skeletal mesh is loaded and if so switches to it.

Public variable

TArray< class U...

 

Sequences

Actual animation sequence information.

Public variable

TMap< FName, in...

 

SkelMesh2LinkupCache

: Do change private - they will go away

Public variable

TArray< FName >

 

TrackBoneNames

Bone name that each track relates to.

Constructors

Name Description

Public function

UAnimSet

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

bool

 

CanPlayOnSkeletalMesh

(
    USkeletalMesh* SkelMesh
)

See if we can play sequences from this AnimSet on the provided USkeletalMesh.

Public function Static

void

 

ClearAllAnimSetLinkupCaches()

Util that finds all AnimSets and flushes their LinkupCache, then calls InitAnimTree on all SkeletalMeshComponents.

Public function

UAnimSequenc...

 

FindAnimSequence

(
    FName SequenceName
)

Returns the AnimSequence with the specified name in this set.

Public function Const

int32

 

FindTrackWithName

(
    FName BoneName
)

Public function Virtual

int32

 

GetMeshLinkupIndex

(
    USkeletalMesh* SkelMesh
)

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.

Public function Const

float

 

GetSkeletalMeshMatchRatio

(
    USkeletalMesh* SkelMesh
)

Get Ratio of how much that mesh fits that animation set

Public function

bool

 

RemoveAnimSequenceFromAnimSet

(
    UAnimSequence* AnimSeq
)

Properly remove an AnimSequence from an AnimSet, and updates references it might have.

Public function

void

 

ResetAnimSet()

Clears all sequences and resets the TrackBoneNames table.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

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