FAnimationRetargetContext

Choose your operating system:

Windows

macOS

Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h

Include

#include "EditorAnimUtils.h"

Syntax

class FAnimationRetargetContext

Constructors

Name Description

Public function

FAnimationRetargetContext

(
    const TArray< FAssetData >& Assets...,
    bool bRetargetReferredAssets,
    bool bInConvertAnimationDataInCompo...,
    const FNameDuplicationRule& NameRu...
)

Public function

FAnimationRetargetContext

(
    TArray< TWeakObjectPtr< UObject >> ...,
    bool bRetargetReferredAssets,
    bool bInConvertAnimationDataInCompo...,
    const FNameDuplicationRule& NameRu...
)

Functions

Name Description

Public function

void

 

AddRemappedAsset

(
    UAnimationAsset* OriginalAsset,
    UAnimationAsset* NewAsset
)

Public function

void

 

DuplicateAssetsToRetarget

(
    UPackage* DestinationPackage,
    const FNameDuplicationRule* Na...
)

Duplicates the assets stored for retargetting, populating maps of original assets to new asset

Public function Const

TArray< UObj...

 

GetAllDuplicates()

Return all duplicates

Public function Const

UObject *...

 

GetDuplicate

(
    const UObject* OriginalObject
)

Returns the duplicate of the supplied object if there is one, otherwise NULL

Public function Const

UObject *...

 

GetSingleTargetObject()

Returns the UObject that was chosen to retarget if there was only one in the first place

Public function Const

bool

 

HasAssetsToRetarget()

Were we supplied anything that we can retarget

Public function Const

bool

 

HasDuplicates()

Did we duplicate any assets

Public function

void

 

RetargetAnimations

(
    USkeleton* OldSkeleton,
    USkeleton* NewSkeleton
)

Retarget the contained assets