Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Animation/BlendSpaceBase.h |
Include |
#include "Animation/BlendSpaceBase.h" |
class UBlendSpaceBase :
public UAnimationAsset,
public IInterpolationIndexProvider
Allows multiple animations to be blended between based on input parameters
Name | Description | ||
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float |
AnimLength |
This animation length changes based on current input (resulting in different blend time) |
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BlendParameters |
Blend Parameters for each axis. |
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bRotationBlendInMeshSpace |
When you use blend per bone, allows rotation to blend in mesh space. |
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TArray< struct ... |
GridSamples |
Grid samples, indexing scheme imposed by subclass |
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InterpolationParam |
Input interpolation parameter for all 3 axis, for each axis input, decide how you'd like to interpolate input to |
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TEnumAsByte< EN... |
NotifyTriggerMode |
The current mode used by the blendspace to decide which animation notifies to fire. |
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PerBoneBlend |
Define target weight interpolation per bone. |
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UAnimSequence &... |
PreviewBasePose |
Preview Base pose for additive BlendSpace |
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FVector[3] |
PreviousAxisMinMaxValues |
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TArray< struct ... |
SampleData |
Sample animation data |
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SampleIndexWithMarkers |
Track index to get marker data from. |
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float |
TargetWeightInterpolationSpeedPerSec |
Target weight interpolation. |
Name | Description | |
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UBlendSpaceBase ( |
Name | Description | ||
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AddSample ( |
Add samples |
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ClampBlendInput ( |
Clamp blend input to valid point |
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ContainsMatchingSamples ( |
Returns whether or not all animation set on the blend space samples match the given additive type |
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ContainsNonAdditiveSamples() |
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DeleteSample ( |
Delete samples |
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DoesAnimationMatchExistingSamples ( |
Check if the blend spaces contains samples whos additive type match that of the animation sequence |
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EditSampleValue |
Edit samples |
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EmptyGridElements() |
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FillupGridElements ( |
Fill up local GridElements from the grid elements that are created using the sorted points This will map back to original index for result |
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FilterInput ( |
Interpolate BlendInput based on Filter data |
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float |
GetAnimationLengthFromSampleData ( |
Utility function to calculate animation length from sample data list |
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GetAnimationPose ( |
BlendSpace Get Animation Pose function |
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EBlendSpaceA... |
GetAxisToScale() |
Let derived blend space decided how to handle scaling |
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const FBlend... |
GetBlendParameter ( |
Accessor for blend parameter |
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const FBlend... |
GetBlendSample ( |
Returns the Blend Sample at the given index, will assert on invalid indices |
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const TArray... |
GetBlendSamples() |
Get this blend spaces sample data |
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const FEdito... |
GetGridSampleInternal ( |
Returns the grid element at Index or NULL if Index is not valid |
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const TArray... |
GetGridSamples() |
Return GridSamples from this BlendSpace |
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GetNormalizedBlendInput ( |
Translates BlendInput to grid space |
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GetNumberOfBlendSamples() |
Get the number of sample points for this blend space |
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GetRawSamplesFromBlendInput ( |
Get Grid Samples from BlendInput, From Input, it will populate OutGridSamples with the closest grid points. |
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GetSamplesFromBlendInput ( |
Get Grid Samples from BlendInput It will return all samples that has weight > KINDA_SMALL_NUMBER |
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InitializeFilter ( |
Initialize BlendSpace for runtime. It needs certain data to be reinitialized per instsance |
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InitializePerBoneBlend() |
Initialize Per Bone Blend |
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InterpolateWeightOfSampleData ( |
Utility function to interpolate weight of samples from OldSampleDataList to NewSampleDataList and copy back the interpolated result to FinalSampleDataList |
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IsAnimationCompatible ( |
Check if the animation sequence additive type is compatible with this blend space |
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IsAnimationCompatibleWithSkeleton ( |
Check if the animation sequence's skeleton is compatible with this blendspace |
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IsSameSamplePoint |
Checks if the given samples points overlap |
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IsSampleWithinBounds ( |
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IsTooCloseToExistingSamplePoint |
Check if given sample value isn't too close to existing sample point |
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IsValidAdditiveType ( |
Returns whether or not the given additive animation type is compatible with the blendspace type |
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IsValidBlendSampleIndex ( |
Check whether or not the sample index is valid in combination with the stored sample data |
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RemapSamplesToNewAxisRange() |
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ResetToRefPose ( |
Reset to reference pose. It does apply different refpose based on additive or not |
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RuntimeValidateMarkerData() |
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ShouldAnimationBeAdditive() |
Check if the the blendspace contains additive samples only |
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SnapSamplesToClosestGridPoint() |
If around border, snap to the border to avoid empty hole of data that is not valid |
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TickFollowerSamples ( |
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UpdateBlendSpacesUsingAnimSequence ( |
Validates sample data for blendspaces using the given animation sequence |
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UpdatePreviewBasePose() |
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UpdateSampleAnimation ( |
Update animation on grid sample |
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ValidateAnimationSequence ( |
Validate that the given animation sequence and contained blendspace data |
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ValidateSampleData() |
Validates the contained data |
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ValidateSampleValue |
Validates supplied blend sample against current contents of blendspace |
Name | Description | ||
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GetAllAnimationSequencesReferred ( |
Retrieve all animations that are used by this asset |
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GetMarkerUpdateCounter() |
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float |
GetMaxCurrentTime() |
This is used in editor only when used for transition getter this doesn't mean max time. |
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GetUniqueMarkerNames() |
Return a list of unique marker names for blending compatibility |
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IsValidAdditive() |
Return true if this is valid additive animation false otherwise |
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ReplaceReferredAnimations ( |
Replace this assets references to other animations based on ReplacementMap |
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TickAssetPlayer ( |
Advances the asset player instance |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditChange ( |
This is called when a property is about to be modified externally |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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GetPerBoneInterpolationIndex ( |
Get PerBoneInterpolationIndex for the input BoneIndex If nothing found, return INDEX_NONE |