FPerStateData

Structure which holds data about a unique state which is linked to an enumeration value defined by the user.

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References

Module

AnimationSharing

Header

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

Include

#include "AnimationSharingManager.h"

Syntax

struct FPerStateData

Remarks

Structure which holds data about a unique state which is linked to an enumeration value defined by the user. The data is populated from the user exposed FAnimationStateEntry

Variables

Name Description

Public variable

UAnimSequence &...

 

AdditiveAnimationSequence

Animation Sequence that is used for Additive States

Public variable

FInstanceStack<...

 

AdditiveInstanceStack

Additive actors data structure

Public variable

TArray< float >

 

AnimationLengths

Length of the animations used for an on-demand state, array as it could contain different animation permutations

Public variable

bool

 

bIsAdditive

Flag whether or not this state is an additive state

Public variable

bool

 

bIsOnDemand

Flag whether or not this state is an on-demand state, this means that we kick off a unique animation when needed

Public variable

float

 

BlendTime

Duration of blending when blending to this state

Public variable

bool

 

bReturnToPreviousState

Flag whether or not we should return to the previous state, only used when this state is an on-demand one

Public variable

bool

 

bShouldForwardToState

Flag whether or not ForwardStateValue should be used hwen the animation has finished

Public variable

TArray< USkelet...

 

Components

Components setup to play animations for this state

Public variable

uint32

 

CurrentFrameOnDemandIndex

This is (re-)set every frame, and allows for quickly finding an on-demand instance which was setup this frame

Public variable

uint8

 

ForwardStateValue

State value to which the actors part of an FOnDemandInstance should be set to when its animation has finished

Public variable

TBitArray

 

InUseComponentFrameBits

Bits keeping track which of the components are in-use, in case of On Demand state this is managed by FOnDemandInstance, otherwise we clear and populate the flags each frame

Public variable

TBitArray

 

PreviousInUseComponentFrameBits

Public variable

TBitArray

 

SlaveTickRequiredFrameBits

Bits keeping track whether or not any of the slave components requires the master component to tick

Public variable

uint8

 

StateEnumValue

Enum value linked to this state

Public variable

float

 

WiggleTime

Number of 'wiggle' frames, this is used when we run out of available entries in Components, if one of the FOnDemandInstance has started NumWiggleFrames ago or earlier, it is used instead of a brand new one

Constructors

Name Description

Public function

FPerStateData()

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