| UObjectBase
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Module |
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Header |
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h |
Include |
#include "AnimationSharingManager.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UAnimSharingInstance : public UObject
Name | Description | ||
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AdditiveInstances |
Currently running additive instances |
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AnimSharingManager |
Animation sharing manager for the current world |
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BlendInstances |
Currently running blend instances |
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FInstanceStack<... |
BlendInstanceStack |
Blend actors data structure |
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bNativeStateProcessor |
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NumSetups |
Number of animation setups |
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OnDemandInstances |
Currently running on-demand instance |
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PerActorData |
Per actor data, matches RegisteredActors |
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PerComponentData |
Per component state data indexed from FPerActorData.ComponentIndices |
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PerStateData |
Array of unique state data |
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RegisteredActors |
Actors currently registered to be animation driven by the AnimManager using this setup |
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const FAnimatio... |
ScalabilitySettings |
Platform specific scalability settings |
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AActor * |
SharingActor |
Actor to which all the running SkeletalMeshComponents used for the sharing are attached to |
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SignificanceManager |
Significance manager used for retrieve AI actor significance values |
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SkeletalMeshBounds |
Bounds for the currently used skeletal mesh |
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UEnum * |
StateEnum |
Enum class set up by the user to 'describe' the animation states |
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StateProcessor |
(Blueprint)class instance used for determining the state enum value for each registered actor |
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UsedAnimationSequences |
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float |
WorldTime |
Holds the current frame world time |
Name | Description | ||
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float |
CalculateBlendTime ( |
Retrieves the blend-time for this specific state |
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DeterminePermutationIndex |
Determines a permutation index for the given actor and state |
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DetermineStateForActor |
This uses the StateProcessor to determine the state index the actor is currently in |
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DoAnyActorsRequireTicking ( |
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FreeAdditiveInstance ( |
Frees up an Additive Animation instance and resets it state |
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FreeBlendInstance ( |
Frees up a Blend instance and resets its state |
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KickoffInstances() |
Kicks off the blend and on-demand instances at the end of the current frame tick, this sets up the blend instance with the correct components to blend between |
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RemoveAdditiveInstance ( |
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RemoveBlendInstance ( |
Removal functions which also make sure that indices of other data-structres are correctly remapped |
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RemoveComponent ( |
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RemoveFromCurrentBlend ( |
Removal functions which also make sure the actor is set to the correct master pose component |
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RemoveFromCurrentOnDemand ( |
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RemoveOnDemandInstance ( |
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SetComponentTick |
Sets the whether or not any of the slave components are visible |
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SetComponentUsage |
Marks the component as either used/not-used, this is used to disable ticking of components which are not in use |
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SetMasterComponentForActor ( |
Sets up all components of an actor to be slaves of Component |
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SetPermutationSlaveComponent |
Sets up the correct MasterPoseComponent according to the state and permutation indices |
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Setup ( |
Initial set up of all animation sharing data and states |
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SetupAdditiveInstance |
Retrieves an additive instance, these are unique and cannot be reused |
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SetupBlend |
Retrieves a blend instance, this could either mean reusing an already in progress one or a brand new one (if available according to scalability settings) returns whether or not the setup was successful |
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SetupBlendBetweenOnDemands |
Retrieves a blend instance, and sets up a blend between a currently running On-Demand instance and another one which was started this frame |
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SetupBlendFromOnDemand |
Retrieves a blend instance, and sets up a blend from a currently running On-Demand instance to ToState |
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SetupBlendToOnDemand |
Retrieves a blend instance, and setups up a blend to an On-Demand instance from a regular animation state |
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SetupOnDemandInstance ( |
Retrieves a blend instance, this could either mean reusing an already in progress one or a brand new one (if available according to scalability settings) returns an index into OnDemandInstances array or INDEX_NONE if unable to setup an instance |
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SetupSlaveComponent |
Sets up the correct MasterPoseComponent for the passed in Component and State indices |
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SetupState ( |
Populates data for a state setup |
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SwitchBetweenOnDemands |
Switches between on-demand instances directly, without blending |
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TickActorStates() |
Ticks all Actor Data entries and determines their current state, if changed since last tick it will alter their animation accordingly |
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TickAdditiveInstances() |
Ticks all currently running additive animation instances, this checks whether or not it has finished yet and sets the base-component as the master component when it has |
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TickAnimationStates() |
Ticks all unique animation states, this checks which components are currently used and turns of those which currently don't have any slaves |
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TickBlendInstances() |
Ticks all currently running blend instances, checks whether or not the blend is finished and forwards the actor/components to the correct animation state |
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TickDebugInformation() |
Ticks various types of debugging data / drawing (not active in shipping build) |
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TickOnDemandInstances() |
Ticks all currently running on-demand instances, this checks whether or not the animation has finished or if we have to start blending out of the state already |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |