UAnimStreamable

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/AnimStreamable.h

Include

#include "Animation/AnimStreamable.h"

Syntax

class UAnimStreamable : public UAnimSequenceBase

Variables

Name Description

Public variable

TArray< FName >

 

AnimationTrackNames

This is name of RawAnimationData tracks for editoronly - if we lose skeleton, we'll need relink them

Public variable

bool

 

bEnableRootMotion

If this is on, it will allow extracting of root motion

Public variable

bool

 

bForceRootLock

Force Root Bone Lock even if Root Motion is not enabled

Public variable

TObjectPtr< cla...

 

BoneCompressionSettings

The bone compression settings used to compress bones in this sequence.

Public variable

bool

 

bUseNormalizedRootMotionScale

If this is on, it will use a normalized scale value for the root motion extracted: FVector(1.0, 1.0, 1.0)

Public variable

TObjectPtr< cla...

 

CurveCompressionSettings

The curve compression settings used to compress curves in this sequence.

Public variable

EAnimInterpolat...

 

Interpolation

This defines how values between keys are calculated

Public variable

int32

 

NumberOfKeys

The number of keys expected within the individual animation tracks.

Public variable

TArray< struct ...

 

RawAnimationData

Raw uncompressed keyframe data.

Public variable

FGuid

 

RawDataGuid

Public variable

FName

 

RetargetSource

Base pose to use when retargeting

Public variable

TEnumAsByte< ER...

 

RootMotionRootLock

Root Bone will be locked to that position when extracting root motion.

Public variable

FStreamableAnim...

 

RunningAnimPlatformData

Public variable

TObjectPtr< con...

 

SourceSequence

Sequence the streamable was created from (used for reflecting changes to the source in editor)

Public variable

TMap< const ITa...

 

StreamableAnimPlatformData

Editor can have multiple platforms loaded at once.

Public variable

TArray< struct ...

 

TrackToSkeletonMapTable

In the future, maybe keeping RawAnimSequenceTrack + TrackMap as one would be good idea to avoid inconsistent array size TrackToSkeletonMapTable(i) should contains track mapping data for RawAnimationData(i).

Constructors

Name Description

Public function

UAnimStreamable

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

float

 

GetChunkSizeSeconds

(
    const ITargetPlatform* Platfor...
)

Public function

FStreamableA...

 

GetRunningPlatformData()

Public function Const

const FStrea...

 

GetRunningPlatformData()

Public function

FStreamableA...

 

GetStreamingAnimPlatformData

(
    const ITargetPlatform* Platfor...
)

Public function Const

bool

 

HasRunningPlatformData()

Public function

void

 

InitFrom

(
    const UAnimSequence* InSourceS...
)

Overridden from UAnimSequenceBase

Name Description

Public function Virtual Const

void

 

GetAnimationPose

(
    FAnimationPoseData& OutAnimationPo...,
    const FAnimExtractContext& Extract...
)

Public function Virtual Const

int32

 

GetNumberOfSampledKeys()

Return the total number of keys sampled for this animation, including the T0 key

Public function Virtual Const

void

 

HandleAssetPlayerTickedInternal

(
    FAnimAssetTickContext& Context,
    const float PreviousTime,
    const float MoveDelta,
    const FAnimTickRecord& Instance,
    FAnimNotifyQueue& NotifyQueue
)

Overridden from UObject

Name Description

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

void

 

GetResourceSizeEx

(
    FResourceSizeEx& CumulativeResourc...
)

Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PreSave

(
    FObjectPreSaveContext SaveContext
)

Presave function.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Deprecated Variables

Name Description

Public variable

int32

 

NumFrames

Num Frames is deprecated use NumberOfKeys instead

Deprecated Functions

Name Description

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform* TargetP...
)

Use version that takes FObjectPreSaveContext instead.