Name |
Description |
|
---|---|---|
|
ASkeletalMeshActor |
SkeletalMeshActor is an instance of a USkeletalMesh in the world. |
|
FA2CSPose |
Component space poses. |
|
FA2Pose |
|
|
FActiveAsyncCompressionTask |
Animation data that is currently being compressed. |
|
FAnimAssetTickContext |
This structure is used to either advance or synchronize animation players. |
|
FAnimationActiveTransitionEntry |
Information about an active transition on the transition stack. |
|
FAnimationBaseContext |
Base class for update/evaluate contexts |
|
FAnimationCacheBonesContext |
Context passed around when RequiredBones array changed and cached bones indices have to be refreshed. |
|
FAnimationErrorStats |
A set of error statistics for an animation, gathered by FAnimationUtils::ComputeCompressionError |
|
FAnimationFrameSnapshot |
This structure represents debugging information for a frame snapshot. |
|
FAnimationGroupReference |
|
|
FAnimationInitializeContext |
Initialization context passed around during animation tree initialization |
|
FAnimationPoseData |
Structure used for passing around animation pose related data throughout the Animation Runtime |
|
FAnimationPotentialTransition |
|
|
FAnimationRecordingSettings |
Settings describing how to record an animation |
|
FAnimationState |
|
|
FAnimationStateBase |
This is the base class that both baked states and transitions use. |
|
FAnimationStreamingManager |
Streaming manager dealing with audio. |
|
FAnimationTransitionBetweenStates |
This represents a baked transition. |
|
FAnimationTransitionRule |
This structure represents a baked transition rule inside a state. |
|
FAnimationUpdateContext |
Update context passed around during animation tree update |
|
FAnimationUpdateSharedContext |
Persistent state shared during animation tree update |
|
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) |
|
FAnimBlueprintFunction |
Describes the input and output of an anim blueprint 'function' |
|
FAnimBlueprintFunctionData |
Serialized anim BP function data |
|
FAnimCompressContext |
FAnimCompressContext - Context information / storage for use during animation compression |
|
FAnimCurveBase |
Float curve data for one track |
|
FAnimCurveBufferAccess |
Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization. |
|
FAnimCurveCompressionResult |
Holds the result from animation curve compression |
|
FAnimCurveParam |
UI Curve Parameter type This gets name, and cached UID and use it when needed Also it contains curve types |
|
FAnimEncodingHeapAllocator |
Heap allocator for animation decompression codec that want to avoid range checks for performance reasons. |
|
FAnimExtractContext |
Animation Extraction Context |
|
FAnimGraphBlendOptions |
Blending options for animation graphs in Linked Animation Blueprints. |
|
FAnimGroupInfo |
|
|
FAnimGroupInstance |
|
|
FAnimInstanceProxy |
Proxy object passed around during animation tree update in lieu of a UAnimInstance |
|
FAnimInstanceSubsystemData |
Base structure for all anim instance subsystem data |
|
FAnimKeyHelper |
Animation Key extraction helper as we have a lot of code that messes up the key length |
|
FAnimLinkableElement |
Used to describe an element that can be linked to a segment in a montage or sequence. |
|
FAnimMontageInstance |
|
|
FAnimNode_ApplyMeshSpaceAdditive |
|
|
FAnimNode_AssetPlayerBase |
Base class for any asset playing anim node |
|
FAnimNode_Base |
This is the base of all runtime animation nodes |
|
FAnimNode_ConvertComponentToLocalSpace |
|
|
FAnimNode_ConvertLocalToComponentSpace |
|
|
FAnimNode_CustomProperty |
Custom property node that you'd like to expand pin by reflecting internal instance (we call TargetInstance here) |
|
FAnimNode_Inertialization |
|
|
FAnimNode_LinkedAnimGraph |
|
|
FAnimNode_LinkedAnimLayer |
|
|
FAnimNode_LinkedInputPose |
|
|
FAnimNode_Root |
Root node of an animation tree (sink) |
|
FAnimNode_SaveCachedPose |
|
|
FAnimNode_SequencePlayer |
Sequence player node. |
|
FAnimNode_SingleNode |
Local anim node for extensible processing. |
|
FAnimNode_StateMachine |
State machine node. |
|
FAnimNode_TransitionPoseEvaluator |
Animation data node for state machine transitions. |
|
FAnimNode_TransitionResult |
Root node of a state machine transition graph. |
|
FAnimNode_UseCachedPose |
|
|
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. |
|
FAnimNotifyArray |
|
|
FAnimNotifyEvent |
Triggers an animation notify. |
|
FAnimNotifyEventReference |
|
|
FAnimNotifyQueue |
|
|
FAnimNotifyTrack |
Keyframe position data for one track. |
|
FAnimParentNodeAssetOverride |
|
|
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 |
|
FAnimPhysAngularLimit |
Angular limit, keeps angular torque around an axis within a defined range |
|
FAnimPhysLimit |
Base class for constraint limits |
|
FAnimPhysLinearLimit |
|
|
FAnimPhysPose |
Defines a transform (Position/Orientation) for an anim phys object without scaling |
|
FAnimPhysRigidBody |
A collection of shapes grouped for simulation as a rigid body |
|
FAnimPhysShape |
|
|
FAnimPhysSpring |
|
|
FAnimPhysState |
Defines a single closed, convex shape within the rigid body |
|
FAnimPhysWindData |
Simple struct holding wind params passed into simulation |
|
FAnimSegment |
This is anim segment that defines what animation and how |
|
FAnimSequenceDecompressionContext |
Encapsulates decompression related data used by bone compression codecs. |
|
FAnimSequenceTrackContainer |
These two always should go together, but it is not right now. |
|
FAnimSetMeshLinkup |
This is a mapping table between each bone in a particular skeletal mesh and the tracks of this animation set. |
|
FAnimSingleNodeInstanceProxy |
Proxy override for this UAnimInstance-derived class |
|
FAnimSlotGroup |
|
|
FAnimStreamableChunk |
|
|
FAnimSyncMarker |
|
|
FAnimTickRecord |
Information about an animation asset that needs to be ticked |
|
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 |
|
FAnimWeight |
Structure for all Animation Weight helper functions. |
|
FArcToHexString |
Helper for buiilding DDC keys of settings. |
|
FAssetMapping |
This defines one asset mapping |
|
FAsyncCompressedAnimationsManagement |
Manager for Async anim compression. |
|
FAxisOption |
|
|
FBakedAnimationState |
|
|
FBakedAnimationStateMachine |
|
|
FBakedCustomAttributePerBoneData |
Structure describing baked custom attributes for a single bone (index) |
|
FBakedFloatCustomAttribute |
(Baked) float custom attribute, uses FSimpleCurve for evaluation instead of FVariant array |
|
FBakedIntegerCustomAttribute |
(Baked) int32 custom attribute, uses FIntegralCurve for evaluation instead of FVariant array |
|
FBakedStateExitTransition |
|
|
FBakedStringCustomAttribute |
(Baked) string custom attribute, uses FStringCurve for evaluation instead of FVariant array |
|
FBaseBlendedCurve |
This struct is used to create curve snap shot of current time when extracted |
|
FBlendedCurve |
|
|
FBlendedHeapCurve |
|
|
FBlendFilter |
|
|
FBlendParameter |
|
|
FBlendProfileBoneEntry |
A single entry for a blend scale within a profile, mapping a bone to a blendscale |
|
FBlendSample |
Sample data |
|
FBlendSampleData |
Transform definition |
|
FBoneData |
Encapsulates commonly useful data about bones. |
|
FBoneNode |
Each Bone node in BoneTree |
|
FBoneReductionSetting |
|
|
FBranchingPoint |
Remove FBranchingPoint when VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL is removed. |
|
FBranchingPointMarker |
AnimNotifies marked as BranchingPoints will create these markers on their Begin/End times. |
|
FCachedAnimAssetPlayerData |
|
|
FCachedAnimRelevancyData |
|
|
FCachedAnimStateArray |
|
|
FCachedAnimStateData |
This file contains a number of helper structures that can be used to process state-machine- related data in C++. |
|
FCachedAnimTransitionData |
|
|
FCachedPoseIndices |
Wrapper struct as we dont support nested containers |
|
FCancelCompressionSignal |
Mechanism for cancelling in flight compression. |
|
FComponentSpacePose |
A pose in component space (i.e. each transform is relative to the component's transform) |
|
FComponentSpacePoseContext |
Evaluation context passed around during animation tree evaluation |
|
FComponentSpacePoseLink |
A component-space pose link to another node |
|
FCompositeSection |
Section data for each track. |
|
FCompressedAnimDataBase |
|
|
FCompressedAnimSequence |
|
|
FCompressedOffsetData |
|
|
FCompressedOffsetDataBase |
|
|
FCompressedTrack |
|
|
FCompressibleAnimData |
|
|
FCompressibleAnimDataResult |
|
|
FCompressionMemorySummary |
|
|
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 |
|
FCurveTrack |
Key frame curve data for one track CurveName: Morph Target Name CurveWeights: List of weights for each frame |
|
FCustomAttribute |
|
|
FCustomAttributeInfo |
"Header" structure describing a runtime custom attribute |
|
FCustomAttributePerBoneData |
Structure describing custom attributes for a single bone (index) |
|
FCustomAttributeSetting |
|
|
FCustomAttributesRuntime |
Helper functionality for custom attributes animation runtime |
|
FEditorElement |
Each elements in the grid |
|
FErrorTrackerWorstAnimation |
|
|
FErrorTrackerWorstBone |
|
|
FExposedValueCopyRecord |
|
|
FExposedValueHandler |
An exposed value updater. |
|
FFloatCurve |
|
|
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) |
|
FGraphTraversalCounter |
|
|
FGridBlendSample |
Result of how much weight of the grid element |
|
FHeapCustomAttributes |
|
|
FImportedSkinWeightProfileData |
Editor only representation of a Skin Weight profile, stored as part of FSkeletalMeshLODModel, used as a base for generating the runtime version (FSkeletalRenderDataSkinWeightProfilesData) |
|
FInertializationBoneDiff |
|
|
FInertializationCurve |
|
|
FInertializationCurveDiff |
|
|
FInertializationPose |
|
|
FInertializationPoseDiff |
|
|
FInputAlphaBoolBlend |
|
|
FInputRange |
|
|
FInputScaleBias |
Input scaling struct. |
|
FInputScaleBiasClamp |
|
|
FInterpolationParameter |
|
|
FLoadedAnimationChunk |
|
|
FLocalSpacePose |
A pose in local space (i.e. each transform is relative to its parent) |
|
FMarkerPair |
|
|
FMarkerSyncAnimPosition |
Represent a current play position in an animation based on sync markers |
|
FMarkerSyncData |
|
|
FMarkerTickContext |
|
|
FMarkerTickRecord |
|
|
FMaxErrorStatTracker |
Logic for tracking top N error items for later display. |
|
FMontageActiveSlotTracker |
Tracks state of active slot nodes in the graph |
|
FMontageEvaluationState |
|
|
FMontageSubStepper |
Helper struct to sub step through Montages when advancing time. |
|
FMorphTargetDelta |
Morph mesh vertex data used for rendering |
|
FMorphTargetLODModel |
Mesh data for a single LOD model of a morph target |
|
FNamedColor |
A named color |
|
FNamedCurveValue |
Name/value pair for retrieving curve values |
|
FNamedFloat |
A named float |
|
FNamedTransform |
A named transform |
|
FNamedVector |
A named float |
|
FNameMapping |
|
|
FNativeStateBinding |
Binding allowing native notification of state changes |
|
FNativeTransitionBinding |
Binding allowing native transition rule evaluation |
|
FNode |
Rig Controller for bone transform |
|
FNodeDebugData |
|
|
FNodeItem |
Node Information to save with |
|
FOnAllMontageInstancesEndedMCDelegate |
Delegate for when all montage instances have ended. |
|
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 |
|
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 |
|
FOnMontageStartedMCDelegate |
Delegate for when Montage is started |
|
FParallelEvaluationData |
|
|
FPassedMarker |
|
|
FPerBoneBlendWeight |
|
|
FPerBoneBlendWeights |
|
|
FPerBoneInterpolation |
|
|
FPlayMontageAnimNotifyDelegate |
Delegate called by 'PlayMontageNotify' and 'PlayMontageNotifyWindow' |
|
FPoseContext |
Evaluation context passed around during animation tree evaluation |
|
FPoseCurve |
Pose Curve container for extraction This is used by pose anim node Saves UID/PoseIndex/Value of the curve |
|
FPoseData |
Pose data |
|
FPoseDataContainer |
Pose data container Contains animation and curve for all poses |
|
FPoseLink |
A local-space pose link to another node |
|
FPoseLinkBase |
A pose link to another node |
|
FPoseSnapshot |
A pose for a skeletal mesh |
|
FPostEvaluateAnimEvent |
|
|
FPreviewAssetAttachContainer |
Component which deals with attaching assets |
|
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 |
|
FQueuedAsyncCompressionWork |
An animation waiting to be compressed. |
|
FQueuedDrawDebugItem |
|
|
FQueuedMontageBlendingOutEvent |
Helper struct to store a Queued Montage BlendingOut event. |
|
FQueuedMontageEndedEvent |
Helper struct to store a Queued Montage Ended event. |
|
FRawAnimSequenceTrack |
Raw keyframe data for one track.Each array will contain either NumFrames elements or 1 element. |
|
FRawCurveTracks |
Raw Curve data for serialization |
|
FRawSkinWeight |
Editor only skin weight representation |
|
FReferencePose |
This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set. |
|
FRequestAnimCompressionParams |
Param structure for UAnimSequence::RequestAnimCompressionParams. |
|
FRigConfiguration |
|
|
FRigTransformConstraint |
|
|
FRootMotionExtractionStep |
Struct defining a RootMotionExtractionStep. |
|
FRootMotionMovementParams |
Utility struct to accumulate root motion. |
|
FRootMotionReset |
|
|
FRotationTrack |
Keyframe rotation data for one track. |
|
FRuntimeSkinWeightProfileData |
Runtime structure containing the set of override weights and the associated vertex indices |
|
FScaleTrack |
Keyframe scale data for one track. |
|
FScopedAnimNodeTracker |
Helper RAII object to cleanup a node added to the node tracker |
|
FSetProfileRequest |
Describes a single skin weight profile request |
|
FSkeletonToMeshLinkup |
This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set. |
|
FSkinWeightProfileInfo |
Structure storing user facing properties, and is used to identify profiles at the SkeletalMesh level |
|
FSkinWeightProfileManager |
|
|
FSkinWeightProfileManagerAsyncTask |
Async task handling the skin weight buffer generation |
|
FSkinWeightProfileManagerTickFunction |
|
|
FSkinWeightProfilesData |
Runtime structure for keeping track of skin weight profile(s) and the associated buffer |
|
FSkinweightReadbackData |
|
|
FSlotAnimationTrack |
Each slot data referenced by Animation Slot contains slot name, and animation data |
|
FSlotEvaluationPose |
Helper struct for Slot node pose evaluation. |
|
FSlotNodeWeightInfo |
Slot node weight information - this is transient data that is used by slot node |
|
FSmartName |
|
|
FSmartNameContainer |
|
|
FSmartNameMapping |
|
|
FStackCustomAttributes |
|
|
FStateMachineDebugData |
This structure represents debugging information for a single state machine. |
|
FStateMachineStateDebugData |
Represents the debugging information for a single state within a state machine. |
|
FStreamableAnimPlatformData |
|
|
FStreamingAnimationData |
Contains everything that will be needed by a Streamable Anim that's streaming in data |
|
FTimeStretchCurveInstance |
|
|
FTimeStretchCurveMarker |
|
|
FTrackToSkeletonMap |
@note We have a plan to support skeletal hierarchy. When that happens, we'd like to keep skeleton indexing. |
|
FTransformBase |
This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set. |
|
FTransformBaseConstraint |
This defines what constraint it is defined |
|
FTransformCurve |
|
|
FTranslationTrack |
Keyframe position data for one track. |
|
FUECompressedAnimData |
|
|
FUECompressedAnimDataMutable |
|
|
FVectorCurve |
|
|
FVirtualBone |
|
|
IAnimClassInterface |
|
|
IAnimLayerInterface |
|
|
ICompressedAnimData |
|
|
ICurveSourceInterface |
A source for curves |
|
INodeMappingProviderInterface |
This is interface class for providing node inforation |
|
IPreviewCollectionInterface |
Preview Collection options. |
|
TArrayMaker |
Wrapper Code. |
|
TArrayViewMaker |
|
|
TBaseCustomAttributes |
|
|
TMaybeMappedAllocator |
|
|
TMaybeMappedArray |
|
|
TNonConstArrayViewMaker |
|
|
UAimOffsetBlendSpace |
Blend Space. Contains a grid of data points with weights from sample points in the space |
|
UAimOffsetBlendSpace1D |
Blend Space 1D. Contains 1 axis blend 'space' |
|
UAnimationAsset |
|
|
UAnimationSettings |
Default animation settings. |
|
UAnimBlueprint |
An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. |
|
UAnimBlueprintGeneratedClass |
|
|
UAnimBoneCompressionCodec |
Base class for all bone compression codecs. |
|
UAnimBoneCompressionSettings |
This object is used to wrap a bone compression codec. |
|
UAnimClassData |
|
|
UAnimClassInterface |
|
|
UAnimComposite |
|
|
UAnimCompositeBase |
|
|
UAnimCompress |
|
|
UAnimCompress_BitwiseCompressOnly |
Bitwise animation compression only; performs no key reduction. |
|
UAnimCompress_LeastDestructive |
Reverts any animation compression, restoring the animation to the raw data. |
|
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. |
|
UAnimCompress_RemoveEverySecondKey |
Keyframe reduction algorithm that simply removes every second key. |
|
UAnimCompress_RemoveLinearKeys |
Keyframe reduction algorithm that simply removes keys which are linear interpolations of surrounding keys. |
|
UAnimCompress_RemoveTrivialKeys |
Removes trivial frames frames of tracks when position or orientation is constant over the entire animation from the raw animation data. |
|
UAnimCurveCompressionCodec |
Base class for all curve compression codecs. |
|
UAnimCurveCompressionCodec_CompressedRichCurve |
Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization. |
|
UAnimCurveCompressionCodec_UniformIndexable |
|
|
UAnimCurveCompressionCodec_UniformlySampled |
Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization. |
|
UAnimCurveCompressionSettings |
This object is used to wrap a curve compression codec. |
|
UAnimInstance |
|
|
UAnimLayerInterface |
An interface used to specify the inputs and outputs of an animation blueprint |
|
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 |
|
UAnimMontage |
Any property you're adding to AnimMontage and parent class has to be considered for Child Asset |
|
UAnimSequence |
|
|
UAnimSequenceBase |
|
|
UAnimSet |
|
|
UAnimSingleNodeInstance |
|
|
UAnimStateMachineTypes |
|
|
UAnimStreamable |
|
|
UAssetMappingTable |
UAssetMappingTable : that has AssetMappingTableging data |
|
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. |
|
UBlendSpace |
Contains a grid of data points with weights from sample points in the space |
|
UBlendSpace1D |
Blend Space 1D. Contains 1 axis blend 'space' |
|
UBlendSpaceBase |
Allows multiple animations to be blended between based on input parameters |
|
UCurveSourceInterface |
|
|
UMorphTarget |
|
|
UNodeMappingContainer |
Node Mapping Container Class This saves source items, and target items, and mapping between Used by Retargeting, Control Rig mapping. |
|
UNodeMappingProviderInterface |
|
|
UPoseAsset |
Pose Asset that can be blended by weight of curves |
|
UPreviewCollectionInterface |
|
|
URig |
URig : that has rigging data for skeleton |
|
USkeleton |
USkeleton : that links between mesh and animation |
Name |
Description |
---|---|
AACF_DefaultCurve |
|
SmartName::MaxUID |
Max UID used for overflow checking. |
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 |
|
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 |
FOnMontageStarted |
|
FRequestFinished |
|
FStructPropertyPath |
|
FTransformArrayA2 |
One animation sequence of keyframes. Contains a number of tracks of data. |
FTransformArrayA2 |
|
TConstIterator |
|
TIterator |
Iterators. |
UID_Type |
ID type, should be used to access SmartNames as fundamental type may change. |
Name |
Description |
|
---|---|---|
|
AnimationCompressionFormat |
Indicates animation data compression format. |
|
AnimationKeyFormat |
Indicates animation data key format. |
|
AnimPhysCollisionType |
|
|
AnimPhysTwistAxis |
Enum for picking current angular twist axis. |
|
EAdditiveAnimationType |
Indicates whether an animation is additive, and what kind. |
|
EAdditiveBasePoseType |
For an additive animation, indicates what the animation is relative to. |
|
EAnimAlphaInputType |
AnimNodes using an Alpha can choose how it is driven. |
|
EAnimAssetCurveFlags |
This is curve flags that are saved in asset and |
|
EAnimEventTriggerOffsets::Type |
|
|
EAnimGroupRole::Type |
|
|
EAnimInterpolationType |
Indicates how animation should be evaluated between keys. |
|
EAnimLinkMethod::Type |
Supported types of time for a linked element |
|
EAnimNotifyEventType::Type |
|
|
EAnimSyncGroupScope |
|
|
EAxisOption::Type |
|
|
EBlendSpaceAxis |
Blend Space Base. |
|
EBoneAxis |
Enum for specifying a specific axis of a bone |
|
EBoneControlSpace |
Enum for controlling which reference frame a controller is applied in. |
|
EBoneRotationSource |
Enum for specifying the source of a bone's rotation. |
|
EBoneTranslationRetargetingMode::Type |
Bone translation retargeting mode. |
|
EComponentType::Type |
The transform component (attribute) to read from. |
|
EConstraintTransform::Type |
Constraint Transform Type. - currently unused |
|
EControlConstraint::Type |
Control Constraint Type |
|
ECurveBlendOption::Type |
|
|
ECustomAttributeBlendType |
|
|
EDrawDebugItemType::Type |
|
|
EEvaluatorDataSource::Type |
Indicates which state is being evaluated by this node (source or destination). |
|
EEvaluatorMode::Mode |
Determines the behavior this node will use when updating and evaluating. |
|
EInertializationBoneState |
|
|
EInertializationSpace |
|
|
EInertializationState |
Inertialization: High-Performance Animation Transitions in 'Gears of War' David Bollo Game Developer Conference 2018 |
|
EMontageNotifyTickType::Type |
Ticking method for AnimNotifies in AnimMontages. |
|
EMontagePlayReturnType |
|
|
EMontageSubStepResult |
|
|
ENotifyFilterType::Type |
Filtering method for deciding whether to trigger a notify. |
|
ENotifyTriggerMode::Type |
|
|
EPinHidingMode::Type |
The display mode of editable values on an animation node. |
|
EPostCopyOperation |
|
|
EPreviewAnimationBlueprintApplicationMethod |
The method by which a preview animation blueprint is applied |
|
EPropertySearchMode::Type |
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ERawCurveTrackTypes |
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ERootMotionMode::Type |
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ERootMotionRootLock::Type |
Root Bone Lock options when extracting Root Motion. |
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ETimeStretchCurveMapping |
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ETransitionBlendMode::Type |
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ETransitionLogicType::Type |
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ETypeAdvanceAnim |
Abstract base class of animation sequence that can be played and evaluated to produce a pose. |
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MarkerIndexSpecialValues::Type |
Name | Description | ||
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DecompressPose ( |
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DecompressPose ( |
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DO_ANIMSTAT_PROCESSING ( |
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DO_ANIMSTAT_PROCESSING ( |
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DO_ANIMSTAT_PROCESSING ( |
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DO_ANIMSTAT_PROCESSING ( |
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DO_ANIMSTAT_PROCESSING ( |
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DO_ANIMSTAT_PROCESSING ( |
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DO_ANIMSTAT_PROCESSING ( |
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DO_ANIMSTAT_PROCESSING ( |
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DO_ANIMSTAT_PROCESSING ( |
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DO_ANIMSTAT_PROCESSING ( |
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DO_ANIMSTAT_PROCESSING ( |
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GenerateGuidFromRawAnimData ( |
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NodeType ... |
GetNodeFromPropertyIndex ( |
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float |
GetTriggerTimeOffsetForType ( |
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MakeBitForFlag |
Helper function for ddc key generation. |
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TArrayView< ... |
RebaseTArrayView ( |
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Sum ( |
= Time Stretch Curve = |
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VirtualBoneNameHelpers::AddVirtualBonePrefix ( |
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VirtualBoneNameHelpers::RemoveVirtualBonePrefix ( |
Name | Description | ||
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const float |
AngularDamping |
Damping for angular momentum (1 = critically damped) |
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CVarSkinWeightProfilesAllowedFromLOD |
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CVarSkinWeightProfilesDefaultLODOverride |
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CVarSkinWeightsLoadByDefaultMode |
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const float |
DefaultSpringConstantAngular |
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const float |
DefaultSpringConstantLinear |
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GAsyncCompressedAnimationsTracker |
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GSkinWeightProfilesAllowedFromLOD |
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GSkinWeightProfilesDefaultLODOverride |
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GSkinWeightProfilesLoadByDefaultMode |
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const float |
JointBiasFactor |
Added bias for angular joints. |
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const float |
LinearDamping |
Damping for linear momentum (1 = critically damped) |
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const FName |
NAME_AnimBlueprintLog |
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const FName |
NAME_AnimGraph |
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const FName |
NAME_Evaluate |
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const FName |
NAME_Update |
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const FString |
VirtualBonePrefix |