Animation

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Classes

Name

Description

Public class

ASkeletalMeshActor

SkeletalMeshActor is an instance of a USkeletalMesh in the world.

Public struct

FA2CSPose

Component space poses.

Public struct

FA2Pose

Public struct

FActiveAsyncCompressionTask

Animation data that is currently being compressed.

Public struct

FAnimAssetTickContext

This structure is used to either advance or synchronize animation players.

Public struct

FAnimationActiveTransitionEntry

Information about an active transition on the transition stack.

Public struct

FAnimationBaseContext

Base class for update/evaluate contexts

Public struct

FAnimationCacheBonesContext

Context passed around when RequiredBones array changed and cached bones indices have to be refreshed.

Public struct

FAnimationErrorStats

A set of error statistics for an animation, gathered by FAnimationUtils::ComputeCompressionError

Public struct

FAnimationFrameSnapshot

This structure represents debugging information for a frame snapshot.

Public struct

FAnimationGroupReference

Public struct

FAnimationInitializeContext

Initialization context passed around during animation tree initialization

Public struct

FAnimationPotentialTransition

Public struct

FAnimationRecordingSettings

Settings describing how to record an animation

Public struct

FAnimationState

Public struct

FAnimationStateBase

This is the base class that both baked states and transitions use.

Public struct

FAnimationStreamingManager

Streaming manager dealing with audio.

Public struct

FAnimationTransitionBetweenStates

This represents a baked transition.

Public struct

FAnimationTransitionRule

This structure represents a baked transition rule inside a state.

Public struct

FAnimationUpdateContext

Update context passed around during animation tree update

Public struct

FAnimationUpdateSharedContext

Persistent state shared during animation tree update

Public struct

FAnimBlueprintDebugData

This structure represents animation-related debugging information for an entire AnimBlueprint (general debug information for the event graph, etc... is still contained in a FBlueprintDebugData structure)

Public struct

FAnimBlueprintFunction

Describes the input and output of an anim blueprint 'function'

Public struct

FAnimBlueprintFunctionData

Serialized anim BP function data

Public struct

FAnimCompressContext

FAnimCompressContext - Context information / storage for use during animation compression

Public struct

FAnimCurveBase

Float curve data for one track

Public struct

FAnimCurveBufferAccess

Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization.

Public struct

FAnimCurveCompressionResult

Holds the result from animation curve compression

Public struct

FAnimCurveParam

UI Curve Parameter type This gets name, and cached UID and use it when needed Also it contains curve types

Public class

FAnimEncodingHeapAllocator

Heap allocator for animation decompression codec that want to avoid range checks for performance reasons.

Public struct

FAnimExtractContext

Animation Extraction Context

Public struct

FAnimGraphBlendOptions

Blending options for animation graphs in Linked Animation Blueprints.

Public struct

FAnimGroupInfo

Public struct

FAnimGroupInstance

Public struct

FAnimInstanceProxy

Proxy object passed around during animation tree update in lieu of a UAnimInstance

Public struct

FAnimKeyHelper

Animation Key extraction helper as we have a lot of code that messes up the key length

Public struct

FAnimLinkableElement

Used to describe an element that can be linked to a segment in a montage or sequence.

Public struct

FAnimMontageInstance

Public struct

FAnimNode_ApplyMeshSpaceAdditive

Public struct

FAnimNode_AssetPlayerBase

Base class for any asset playing anim node

Public struct

FAnimNode_Base

This is the base of all runtime animation nodes

Public struct

FAnimNode_ConvertComponentToLocalSpace

Public struct

FAnimNode_ConvertLocalToComponentSpace

Public struct

FAnimNode_CustomProperty

Custom property node that you'd like to expand pin by reflecting internal instance (we call TargetInstance here)

Public struct

FAnimNode_Inertialization

Public struct

FAnimNode_LinkedAnimGraph

Public struct

FAnimNode_LinkedAnimLayer

Public struct

FAnimNode_LinkedInputPose

Public struct

FAnimNode_Root

Root node of an animation tree (sink)

Public struct

FAnimNode_SaveCachedPose

Public struct

FAnimNode_SequencePlayer

Sequence player node.

Public struct

FAnimNode_SingleNode

Local anim node for extensible processing.

Public struct

FAnimNode_StateMachine

State machine node.

Public struct

FAnimNode_TransitionPoseEvaluator

Animation data node for state machine transitions.

Public struct

FAnimNode_TransitionResult

Root node of a state machine transition graph.

Public struct

FAnimNode_UseCachedPose

Public struct

FAnimNodeTracker

Utility container for tracking a stack of ancestor nodes by node type during graph traversal This is not an exhaustive list of all visited ancestors.

Public struct

FAnimNotifyArray

Public struct

FAnimNotifyEvent

Triggers an animation notify.

Public struct

FAnimNotifyEventReference

Public struct

FAnimNotifyQueue

Public struct

FAnimNotifyTrack

Keyframe position data for one track.

Public struct

FAnimParentNodeAssetOverride

Public class

FAnimPhys

Lightweight rigid body motion solver (no collision) used for cosmetic secondary motion in an animation graph without invoking something heavier like using PhysX to simulate constraints which could be cost prohibitive

Public class

FAnimPhysAngularLimit

Angular limit, keeps angular torque around an axis within a defined range

Public class

FAnimPhysLimit

Base class for constraint limits

Public class

FAnimPhysLinearLimit

Public struct

FAnimPhysPose

Defines a transform (Position/Orientation) for an anim phys object without scaling

Public class

FAnimPhysRigidBody

A collection of shapes grouped for simulation as a rigid body

Public struct

FAnimPhysShape

Public struct

FAnimPhysSpring

Public class

FAnimPhysState

Defines a single closed, convex shape within the rigid body

Public struct

FAnimPhysWindData

Simple struct holding wind params passed into simulation

Public struct

FAnimSegment

This is anim segment that defines what animation and how

Public struct

FAnimSequenceDecompressionContext

Encapsulates decompression related data used by bone compression codecs.

Public struct

FAnimSequenceTrackContainer

These two always should go together, but it is not right now.

Public struct

FAnimSetMeshLinkup

This is a mapping table between each bone in a particular skeletal mesh and the tracks of this animation set.

Public struct

FAnimSingleNodeInstanceProxy

Proxy override for this UAnimInstance-derived class

Public struct

FAnimSlotGroup

Public class

FAnimStreamableChunk

Public struct

FAnimSyncMarker

Public struct

FAnimTickRecord

Information about an animation asset that needs to be ticked

Public struct

FAnimTrack

This is list of anim segments for this track For now this is only one TArray, but in the future we should define more transition/blending behaviors

Public struct

FAnimWeight

Structure for all Animation Weight helper functions.

Public struct

FArcToHexString

Helper for buiilding DDC keys of settings.

Public struct

FAssetMapping

This defines one asset mapping

Public class

FAsyncCompressedAnimationsManagement

Manager for Async anim compression.

Public struct

FAxisOption

Public struct

FBakedAnimationState

Public struct

FBakedAnimationStateMachine

Public struct

FBakedStateExitTransition

Public struct

FBaseBlendedCurve

This struct is used to create curve snap shot of current time when extracted

Public struct

FBlendedCurve

Public struct

FBlendedHeapCurve

Public struct

FBlendFilter

Public struct

FBlendParameter

Public struct

FBlendProfileBoneEntry

A single entry for a blend scale within a profile, mapping a bone to a blendscale

Public struct

FBlendSample

Sample data

Public struct

FBlendSampleData

Transform definition

Public class

FBoneData

Encapsulates commonly useful data about bones.

Public struct

FBoneNode

Each Bone node in BoneTree

Public struct

FBoneReductionSetting

Public struct

FBranchingPoint

Remove FBranchingPoint when VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL is removed.

Public struct

FBranchingPointMarker

AnimNotifies marked as BranchingPoints will create these markers on their Begin/End times.

Public struct

FCachedAnimAssetPlayerData

Public struct

FCachedAnimRelevancyData

Public struct

FCachedAnimStateArray

Public struct

FCachedAnimStateData

This file contains a number of helper structures that can be used to process state-machine- related data in C++.

Public struct

FCachedAnimTransitionData

Public struct

FCachedPoseIndices

Wrapper struct as we dont support nested containers

Public struct

FCancelCompressionSignal

Mechanism for cancelling in flight compression.

Public struct

FComponentSpacePose

A pose in component space (i.e. each transform is relative to the component's transform)

Public struct

FComponentSpacePoseContext

Evaluation context passed around during animation tree evaluation

Public struct

FComponentSpacePoseLink

A component-space pose link to another node

Public struct

FCompositeSection

Section data for each track.

Public struct

FCompressedAnimDataBase

Public struct

FCompressedAnimSequence

Public struct

FCompressedOffsetData

Public struct

FCompressedOffsetDataBase

Public struct

FCompressedTrack

Public struct

FCompressibleAnimData

Public struct

FCompressibleAnimDataResult

Public class

FCompressionMemorySummary

Public struct

FCurveElement

This is array of curves that run when collecting curves natively

Public struct

FCurveMetaData

Curve Meta Data for each name Unfortunately this should be linked to FName, but no GUID because we don't have GUID in run-time We only add this if anything changed, by default, it is attribute curve

Public struct

FCurveTrack

Key frame curve data for one track CurveName: Morph Target Name CurveWeights: List of weights for each frame

Public struct

FEditorElement

Each elements in the grid

Public struct

FErrorTrackerWorstAnimation

Public struct

FErrorTrackerWorstBone

Public struct

FExposedValueCopyRecord

Public struct

FExposedValueHandler

An exposed value updater.

Public struct

FFloatCurve

Public struct

FGraphAssetPlayerInformation

Contains indices for any Asset Player nodes found for a specific Name Anim Graph (only and specifically harvested for Anim Graph Layers and Implemented Anim Layer Graphs)

Public struct

FGraphTraversalCounter

Public struct

FGridBlendSample

Result of how much weight of the grid element

Public struct

FImportedSkinWeightProfileData

Editor only representation of a Skin Weight profile, stored as part of FSkeletalMeshLODModel, used as a base for generating the runtime version (FSkeletalRenderDataSkinWeightProfilesData)

Public struct

FInertializationBoneDiff

Public struct

FInertializationCurveDiff

Public struct

FInertializationPose

Public struct

FInertializationPoseDiff

Public struct

FInputAlphaBoolBlend

Public struct

FInputRange

Public struct

FInputScaleBias

Input scaling struct.

Public struct

FInputScaleBiasClamp

Public struct

FInterpolationParameter

Public struct

FLoadedAnimationChunk

Public struct

FLocalSpacePose

A pose in local space (i.e. each transform is relative to its parent)

Public struct

FMarkerPair

Public struct

FMarkerSyncAnimPosition

Represent a current play position in an animation based on sync markers

Public struct

FMarkerSyncData

Public class

FMarkerTickContext

Public struct

FMarkerTickRecord

Public struct

FMaxErrorStatTracker

Logic for tracking top N error items for later display.

Public struct

FMontageActiveSlotTracker

Tracks state of active slot nodes in the graph

Public struct

FMontageEvaluationState

Public struct

FMontageSubStepper

Helper struct to sub step through Montages when advancing time.

Public struct

FMorphTargetDelta

Morph mesh vertex data used for rendering

Public struct

FMorphTargetLODModel

Mesh data for a single LOD model of a morph target

Public struct

FNamedColor

A named color

Public struct

FNamedCurveValue

Name/value pair for retrieving curve values

Public struct

FNamedFloat

A named float

Public struct

FNamedTransform

A named transform

Public struct

FNamedVector

A named float

Public struct

FNameMapping

Public struct

FNativeStateBinding

Binding allowing native notification of state changes

Public struct

FNativeTransitionBinding

Binding allowing native transition rule evaluation

Public struct

FNode

Rig Controller for bone transform

Public struct

FNodeDebugData

Public struct

FNodeItem

Node Information to save with

Public class

FOnAllMontageInstancesEndedMCDelegate

Delegate for when all montage instances have ended.

Public class

FOnMontageBlendingOutStartedMCDelegate

Delegate for when Montage started to blend out, whether interrupted or finished DesiredWeight of this montage becomes 0.f, but this still contributes to the output pose

Public class

FOnMontageEndedMCDelegate

Delegate for when Montage is completed, whether interrupted or finished Weight of this montage is 0.f, so it stops contributing to output pose

Public class

FOnMontageStartedMCDelegate

Delegate for when Montage is started

Public struct

FPassedMarker

Public struct

FPerBoneBlendWeight

Public struct

FPerBoneBlendWeights

Public struct

FPerBoneInterpolation

Public class

FPlayMontageAnimNotifyDelegate

Delegate called by 'PlayMontageNotify' and 'PlayMontageNotifyWindow'

Public struct

FPoseContext

Evaluation context passed around during animation tree evaluation

Public struct

FPoseCurve

Pose Curve container for extraction This is used by pose anim node Saves UID/PoseIndex/Value of the curve

Public struct

FPoseData

Pose data

Public struct

FPoseDataContainer

Pose data container

Contains animation and curve for all poses

Public struct

FPoseLink

A local-space pose link to another node

Public struct

FPoseLinkBase

A pose link to another node

Public struct

FPoseSnapshot

A pose for a skeletal mesh

Public class

FPostEvaluateAnimEvent

Public struct

FPreviewAssetAttachContainer

Component which deals with attaching assets

Public struct

FPreviewAttachedObjectPair

This is a component used by USkeleton and USkeletalMesh to deal with attaching assets to sockets or bonesPreview items that are attached to the skeleton

Public struct

FQueuedAsyncCompressionWork

An animation waiting to be compressed.

Public struct

FQueuedDrawDebugItem

Public struct

FQueuedMontageBlendingOutEvent

Helper struct to store a Queued Montage BlendingOut event.

Public struct

FQueuedMontageEndedEvent

Helper struct to store a Queued Montage Ended event.

Public struct

FRawAnimSequenceTrack

Raw keyframe data for one track.Each array will contain either NumFrames elements or 1 element.

Public struct

FRawCurveTracks

Raw Curve data for serialization

Public struct

FRawSkinWeight

Editor only skin weight representation

Public struct

FReferencePose

This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set.

Public struct

FRequestAnimCompressionParams

Param structure for UAnimSequence::RequestAnimCompressionParams.

Public struct

FRigConfiguration

Public struct

FRigTransformConstraint

Public struct

FRootMotionExtractionStep

Struct defining a RootMotionExtractionStep.

Public struct

FRootMotionMovementParams

Utility struct to accumulate root motion.

Public struct

FRootMotionReset

Public struct

FRotationTrack

Keyframe rotation data for one track.

Public struct

FRuntimeSkinWeightProfileData

Runtime structure containing the set of override weights and the associated vertex indices

Public struct

FScaleTrack

Keyframe scale data for one track.

Public class

FScopedAnimNodeTracker

Helper RAII object to cleanup a node added to the node tracker

Public struct

FSkeletonToMeshLinkup

This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set.

Public struct

FSkinWeightProfileInfo

Structure storing user facing properties, and is used to identify profiles at the SkeletalMesh level

Public struct

FSkinWeightProfilesData

Runtime structure for keeping track of skin weight profile(s) and the associated buffer

Public struct

FSlotAnimationTrack

Each slot data referenced by Animation Slot contains slot name, and animation data

Public struct

FSlotEvaluationPose

Helper struct for Slot node pose evaluation.

Public struct

FSlotNodeWeightInfo

Slot node weight information - this is transient data that is used by slot node

Public struct

FSmartName

Public struct

FSmartNameContainer

Public struct

FSmartNameMapping

Public struct

FStateMachineDebugData

This structure represents debugging information for a single state machine.

Public struct

FStateMachineStateDebugData

Represents the debugging information for a single state within a state machine.

Public class

FStreamableAnimPlatformData

Public struct

FStreamingAnimationData

Contains everything that will be needed by a Streamable Anim that's streaming in data

Public struct

FTimeStretchCurveInstance

Public struct

FTimeStretchCurveMarker

Public struct

FTrackToSkeletonMap

We have a plan to support skeletal hierarchy.

Public struct

FTransformBase

This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set.

Public struct

FTransformBaseConstraint

This defines what constraint it is defined

Public struct

FTransformCurve

Public struct

FTranslationTrack

Keyframe position data for one track.

Public struct

FUECompressedAnimData

Public struct

FUECompressedAnimDataMutable

Public struct

FVectorCurve

Public struct

FVirtualBone

Public class

IAnimClassInterface

Public class

IAnimLayerInterface

Public struct

ICompressedAnimData

Public class

ICurveSourceInterface

A source for curves

Public class

INodeMappingProviderInterface

This is interface class for providing node inforation

Public class

IPreviewCollectionInterface

Preview Collection options.

Public struct

TArrayMaker

Wrapper Code.

Public struct

TArrayViewMaker

Public class

TMaybeMappedAllocator

Public class

TMaybeMappedArray

Public struct

TNonConstArrayViewMaker

Public class

UAimOffsetBlendSpace

Blend Space. Contains a grid of data points with weights from sample points in the space

Public class

UAimOffsetBlendSpace1D

Blend Space 1D. Contains 1 axis blend 'space'

Public class

UAnimationAsset

Public class

UAnimationSettings

Default animation settings.

Public class

UAnimBlueprint

An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh.

Public class

UAnimBlueprintGeneratedClass

Public class

UAnimBoneCompressionCodec

Base class for all bone compression codecs.

Public class

UAnimBoneCompressionSettings

This object is used to wrap a bone compression codec.

Public class

UAnimClassData

Public class

UAnimClassInterface

Public class

UAnimComposite

Public class

UAnimCompositeBase

Public class

UAnimCompress

Public class

UAnimCompress_BitwiseCompressOnly

Bitwise animation compression only; performs no key reduction.

Public class

UAnimCompress_LeastDestructive

Reverts any animation compression, restoring the animation to the raw data.

Public class

UAnimCompress_PerTrackCompression

Keyframe reduction algorithm that removes keys which are linear interpolations of surrounding keys, as well as choosing the best bitwise compression for each track independently.

Public class

UAnimCompress_RemoveEverySecondKey

Keyframe reduction algorithm that simply removes every second key.

Public class

UAnimCompress_RemoveLinearKeys

Keyframe reduction algorithm that simply removes keys which are linear interpolations of surrounding keys.

Public class

UAnimCompress_RemoveTrivialKeys

Removes trivial frames frames of tracks when position or orientation is constant over the entire animation from the raw animation data.

Public class

UAnimCurveCompressionCodec

Base class for all curve compression codecs.

Public class

UAnimCurveCompressionCodec_CompressedRichCurve

Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization.

Public class

UAnimCurveCompressionCodec_UniformIndexable

Public class

UAnimCurveCompressionCodec_UniformlySampled

Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization.

Public class

UAnimCurveCompressionSettings

This object is used to wrap a curve compression codec.

Public class

UAnimInstance

Public class

UAnimLayerInterface

An interface used to specify the inputs and outputs of an animation blueprint

Public class

UAnimMetaData

Base Class for UAnimMetaData that can be implemented for each game needs this data will be saved to animation asset as well as montage sections, and you can query that data and decide what to do

Public class

UAnimMontage

Any property you're adding to AnimMontage and parent class has to be considered for Child Asset

Public class

UAnimSequence

Public class

UAnimSequenceBase

Public class

UAnimSet

Public class

UAnimSingleNodeInstance

Public class

UAnimStateMachineTypes

Public class

UAnimStreamable

Public class

UAssetMappingTable

UAssetMappingTable : that has AssetMappingTableging data

Public class

UBlendProfile

A blend profile is a set of per-bone scales that can be used in transitions and blend lists to tweak the weights of specific bones.

Public class

UBlendSpace

Contains a grid of data points with weights from sample points in the space

Public class

UBlendSpace1D

Blend Space 1D. Contains 1 axis blend 'space'

Public class

UBlendSpaceBase

Allows multiple animations to be blended between based on input parameters

Public class

UCurveSourceInterface

Public class

UMorphTarget

Public class

UNodeMappingContainer

Node Mapping Container Class This saves source items, and target items, and mapping between Used by Retargeting, Control Rig mapping.

Public class

UNodeMappingProviderInterface

Public class

UPoseAsset

Pose Asset that can be blended by weight of curves

Public class

UPreviewCollectionInterface

Public class

URig

URig : that has rigging data for skeleton

Public class

USkeleton

USkeleton : that links between mesh and animation

Constants

Name

Description

AACF_DefaultCurve

SmartName::MaxUID

Max UID used for overflow checking.

Typedefs

Name

Description

FAnimNode_Layer

FAnimNode_SubInput

FAnimNode_SubInstance

FAnimStackAllocator

Shortcut for the allocator used by animation nodes.

FCanTakeTransition

Delegate that native code can hook to to provide additional transition logic

FCompressibleAnimPtr

FCompressibleAnimRef

FGetParentIndex

FOnAddCustomAnimationCurves

Delegate that allows users to insert custom animation curve values - for now, it's only single, not sure how to make this to multi delegate and retrieve value sequentially, so

FOnGraphStateChanged

Delegate that native code can hook into to handle state entry/exit

FOnMontageBlendingOutStarted

FOnMontageBlendingOutStarted

Delegate for when Montage started to blend out, whether interrupted or finished DesiredWeight of this montage becomes 0.f, but this still contributes to the output pose

FOnMontageEnded

Delegate for when Montage is completed, whether interrupted or finished Weight of this montage is 0.f, so it stops contributing to output pose

FOnMontageEnded

FOnMontageStarted

FStructPropertyPath

FTransformArrayA2

FTransformArrayA2

One animation sequence of keyframes. Contains a number of tracks of data.

TConstIterator

TIterator

Iterators.

UID_Type

ID type, should be used to access SmartNames as fundamental type may change.

Enums

Name

Description

Public enum

AnimationCompressionFormat

Indicates animation data compression format.

Public enum

AnimationKeyFormat

Indicates animation data key format.

Public enum

AnimPhysCollisionType

Public enum

AnimPhysTwistAxis

Enum for picking current angular twist axis.

Public enum

EAdditiveAnimationType

Indicates whether an animation is additive, and what kind.

Public enum

EAdditiveBasePoseType

For an additive animation, indicates what the animation is relative to.

Public enum

EAnimAlphaInputType

AnimNodes using an Alpha can choose how it is driven.

Public enum

EAnimAssetCurveFlags

This is curve flags that are saved in asset and

Public enum

EAnimEventTriggerOffsets::Type

Public enum

EAnimGroupRole::Type

Public enum

EAnimInterpolationType

Indicates how animation should be evaluated between keys.

Public enum

EAnimLinkMethod::Type

Supported types of time for a linked element

Public enum

EAnimNotifyEventType::Type

Public enum

EAxisOption::Type

Public enum

EBlendSpaceAxis

Blend Space Base.

Public enum

EBoneAxis

Enum for specifying a specific axis of a bone

Public enum

EBoneControlSpace

Enum for controlling which reference frame a controller is applied in.

Public enum

EBoneRotationSource

Enum for specifying the source of a bone's rotation.

Public enum

EBoneTranslationRetargetingMode::Type

Bone translation retargeting mode.

Public enum

EComponentType::Type

The transform component (attribute) to read from.

Public enum

EConstraintTransform::Type

Constraint Transform Type. - currently unused

Public enum

EControlConstraint::Type

Control Constraint Type

Public enum

ECopyType

Public enum

ECurveBlendOption::Type

Public enum

EDrawDebugItemType::Type

Public enum

EEvaluatorDataSource::Type

Indicates which state is being evaluated by this node (source or destination).

Public enum

EEvaluatorMode::Mode

Determines the behavior this node will use when updating and evaluating.

Public enum

EInertializationBoneState

Public enum

EInertializationSpace

Public enum

EInertializationState

Inertialization: High-Performance Animation Transitions in 'Gears of War' David Bollo Game Developer Conference 2018

Public enum

EMontageNotifyTickType::Type

Ticking method for AnimNotifies in AnimMontages.

Public enum

EMontagePlayReturnType

Public enum

EMontageSubStepResult

Public enum

ENotifyFilterType::Type

Filtering method for deciding whether to trigger a notify.

Public enum

ENotifyTriggerMode::Type

Public enum

EPinHidingMode::Type

The display mode of editable values on an animation node.

Public enum

EPostCopyOperation

Public enum

EPreviewAnimationBlueprintApplicationMethod

The method by which a preview animation blueprint is applied

Public enum

EPropertySearchMode::Type

Public enum

ERawCurveTrackTypes

Public enum

ERootMotionMode::Type

Public enum

ERootMotionRootLock::Type

Root Bone Lock options when extracting Root Motion.

Public enum

ETimeStretchCurveMapping

Public enum

ETransitionBlendMode::Type

Public enum

ETransitionLogicType::Type

Public enum

ETypeAdvanceAnim

Abstract base class of animation sequence that can be played and evaluated to produce a pose.

Public enum

MarkerIndexSpecialValues::Type

Functions

Name Description

Public function

void

 

DecompressPose

(
    FCompactPose& OutPose,
    const FCompressedAnimSequence& Com...,
    const FAnimExtractContext& Extract...,
    USkeleton* Skeleton,
    float SequenceLength,
    EAnimInterpolationType Interpolatio...,
    bool bIsBakedAdditive,
    FName RetargetSource,
    FName SourceName,
    const FRootMotionReset& RootMotion...
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    ProxyUpdateAnimation
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    FillComponentSpaceTransforms
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    EvaluateAnimStateMachine
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    BlendPosesInGraph
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    DecompressAnimationPose
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    EvaluateAnimInstance
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    EvaluateAnimGraph
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    SkeletalComponentAnimEvaluate
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    PerformAnimEvaluation
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    PoseBlendNodeEvaluate
)

Public function

 

DO_ANIMSTAT_PROCESSING

(
    PoseAssetGetAnimationPose
)

Public function

FGuid

 

GenerateGuidFromRawAnimData

(
    const TArray< FRawAnimSequenceTrack...,
    const FRawCurveTracks& RawCurveDat...
)

Public function

NodeType ...

 

GetNodeFromPropertyIndex

(
    UObject* AnimInstanceObject,
    const IAnimClassInterface* Ani...,
    int32 PropertyIndex
)

Public function

float

 

GetTriggerTimeOffsetForType

(
    EAnimEventTriggerOffsets::Type Offs...
)

Public function

uint8

 

MakeBitForFlag

(
    uint32 Item,
    uint32 Position
)

Helper function for ddc key generation.

Public function

TArrayView< ...

 

RebaseTArrayView

(
    const TArrayView< T >& ArrayView,
    const uint8* OriginalBase,
    const uint8* NewBase
)

Public function

 

Sum

(
    dTO_i
)

= Time Stretch Curve =

Public function

FString

 

VirtualBoneNameHelpers::AddVirtualBonePrefix

(
    const FString& InName
)

Public function

FName

 

VirtualBoneNameHelpers::RemoveVirtualBonePrefix

(
    const FString& InName
)

Variables

Name Description

Public variable

const float

 

AngularDamping

Damping for angular momentum (1 = critically damped)

Public variable

const float

 

DefaultSpringConstantAngular

Public variable

const float

 

DefaultSpringConstantLinear

Public variable

FAsyncCompresse...

 

GAsyncCompressedAnimationsTracker

Public variable

int32

 

GSkinWeightProfilesAllowedFromLOD

Public variable

int32

 

GSkinWeightProfilesDefaultLODOverride

Public variable

int32

 

GSkinWeightProfilesLoadByDefaultMode

Public variable

const float

 

JointBiasFactor

Added bias for angular joints.

Public variable

const float

 

LinearDamping

Damping for linear momentum (1 = critically damped)

Public variable

const FName

 

NAME_AnimBlueprintLog

Public variable

const FName

 

NAME_AnimGraph

Public variable

const FName

 

NAME_Evaluate

Public variable

const FName

 

NAME_Update

Public variable

const FString

 

VirtualBonePrefix

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