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Name |
Description |
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---|---|---|
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ASkeletalMeshActor |
SkeletalMeshActor is an instance of a USkeletalMesh in the world. |
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Attributes |
Helper functionality for attributes animation runtime |
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AttributeTypes |
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CBlendableAttribute |
Concept used to verify a user-defined attribute type with its TAttributeTypeTraits::Blendable value set to true |
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FA2CSPose |
Component space poses. |
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FA2Pose |
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FActiveAsyncCompressionTask |
Animation data that is currently being compressed. |
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FActiveStateMachineScope |
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FAnimAssetTickContext |
This structure is used to either advance or synchronize animation players. |
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FAnimationActiveTransitionEntry |
Information about an active transition on the transition stack. |
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FAnimationBaseContext |
Base class for update/evaluate contexts |
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FAnimationCacheBonesContext |
Context passed around when RequiredBones array changed and cached bones indices have to be refreshed. |
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FAnimationErrorStats |
A set of error statistics for an animation, gathered by FAnimationUtils::ComputeCompressionError |
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FAnimationFrameSnapshot |
This structure represents debugging information for a frame snapshot. |
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FAnimationGroupReference |
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FAnimationInitializeContext |
Initialization context passed around during animation tree initialization |
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FAnimationPoseData |
Structure used for passing around animation pose related data throughout the Animation Runtime |
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FAnimationPotentialTransition |
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FAnimationRecordingSettings |
Settings describing how to record an animation |
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FAnimationState |
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FAnimationStateBase |
This is the base class that both baked states and transitions use. |
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FAnimationStreamingManager |
Streaming manager dealing with audio. |
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FAnimationTransitionBetweenStates |
This represents a baked transition. |
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FAnimationTransitionRule |
This structure represents a baked transition rule inside a state. |
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FAnimationUpdateContext |
Update context passed around during animation tree update |
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FAnimationUpdateSharedContext |
Persistent state shared during animation tree update |
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FAnimBlueprintConstantData |
'Marker' structure for constant data. |
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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) |
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FAnimBlueprintFunction |
Describes the input and output of an anim blueprint 'function' |
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FAnimBlueprintMutableData |
'Marker' structure for mutable data. |
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FAnimComponentSpacePoseContext |
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FAnimCompressContext |
FAnimCompressContext - Context information / storage for use during animation compression |
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FAnimCurveBase |
Float curve data for one track |
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FAnimCurveBufferAccess |
Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization. |
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FAnimCurveCompressionResult |
Holds the result from animation curve compression |
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FAnimCurveParam |
UI Curve Parameter type This gets name, and cached UID and use it when needed Also it contains curve types |
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FAnimEncodingHeapAllocator |
Heap allocator for animation decompression codec that want to avoid range checks for performance reasons. |
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FAnimExecutionContext |
Context used to expose anim graph execution to BP function libraries. |
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FAnimExtractContext |
Animation Extraction Context |
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FAnimGraphBlendOptions |
Blending options for animation graphs in Linked Animation Blueprints. |
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FAnimGroupInfo |
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FAnimGroupInstance |
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FAnimInitializationContext |
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FAnimInstanceProxy |
Proxy object passed around during animation tree update in lieu of a UAnimInstance |
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FAnimKeyHelper |
Animation Key extraction helper as we have a lot of code that messes up the key length |
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FAnimLinkableElement |
Used to describe an element that can be linked to a segment in a montage or sequence. |
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FAnimMontageInstance |
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FAnimNode_ApplyMeshSpaceAdditive |
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FAnimNode_AssetPlayerBase |
Base class for any asset playing anim node |
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FAnimNode_Base |
This is the base of all runtime animation nodes |
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FAnimNode_ConvertComponentToLocalSpace |
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FAnimNode_ConvertLocalToComponentSpace |
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FAnimNode_CustomProperty |
Custom property node that you'd like to expand pin by reflecting internal instance (we call TargetInstance here) |
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FAnimNode_Inertialization |
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FAnimNode_LinkedAnimGraph |
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FAnimNode_LinkedAnimLayer |
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FAnimNode_LinkedInputPose |
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FAnimNode_Root |
Root node of an animation tree (sink) |
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FAnimNode_SaveCachedPose |
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FAnimNode_SequencePlayer |
Sequence player node that can be used with constant folding. |
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FAnimNode_SequencePlayer_Standalone |
Sequence player node that can be used standalone (without constant folding) |
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FAnimNode_SequencePlayerBase |
Sequence player node. Not instantiated directly, use FAnimNode_SequencePlayer or FAnimNode_SequencePlayer_Standalone. |
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FAnimNode_SingleNode |
Local anim node for extensible processing. |
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FAnimNode_StateMachine |
State machine node. |
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FAnimNode_TransitionPoseEvaluator |
Animation data node for state machine transitions. |
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FAnimNode_TransitionResult |
Root node of a state machine transition graph. |
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FAnimNode_UseCachedPose |
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FAnimNodeAlphaOptions |
Alpha blending options helper functions for anim nodes Assumes that the specified node contains the members: AlphaInputType, ActualAlpha, AlphaScaleBias, Alpha, bAlphaBoolEnabled, AlphaCurveName |
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FAnimNodeConstantData |
Any constant class data an anim node uses should be derived from this type. |
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FAnimNodeData |
Any constant/folded class data an anim node can be accessed via this struct. |
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FAnimNodeFunctionRef |
Cached function name/ptr that is resolved at init time |
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FAnimNodeReference |
A reference to an anim node. Does not persist, only valid for the call in which it was retrieved. |
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FAnimNodeRelevancyStatus |
Relevancy status of a animation node tracked by this subsystem. |
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FAnimNodeStructData |
Data about editor-side struct property indices. |
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FAnimNodeTracker |
DEPRECATED - This system is now supplanted by UE::Anim::FMessageStack 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. |
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FAnimNotifyArray |
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FAnimNotifyContext |
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FAnimNotifyEvent |
Triggers an animation notify. |
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FAnimNotifyEventReference |
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FAnimNotifyMirrorContext |
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FAnimNotifyQueue |
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FAnimNotifyStateMachineContext |
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FAnimNotifyTrack |
Keyframe position data for one track. |
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FAnimParentNodeAssetOverride |
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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 |
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FAnimPhysAngularLimit |
Angular limit, keeps angular torque around an axis within a defined range |
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FAnimPhysLimit |
Base class for constraint limits |
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FAnimPhysLinearLimit |
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FAnimPhysPose |
Defines a transform (Position/Orientation) for an anim phys object without scaling |
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FAnimPhysRigidBody |
A collection of shapes grouped for simulation as a rigid body |
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FAnimPhysShape |
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FAnimPhysSpring |
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FAnimPhysState |
Defines a single closed, convex shape within the rigid body |
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FAnimPhysWindData |
Simple struct holding wind params passed into simulation |
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FAnimPoseContext |
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FAnimSegment |
This is anim segment that defines what animation and how |
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FAnimSequenceDecompressionContext |
Encapsulates decompression related data used by bone compression codecs. |
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FAnimSequenceTrackContainer |
These two always should go together, but it is not right now. |
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FAnimSetMeshLinkup |
This is a mapping table between each bone in a particular skeletal mesh and the tracks of this animation set. |
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FAnimSingleNodeInstanceProxy |
Proxy override for this UAnimInstance-derived class |
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FAnimSlotGroup |
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FAnimStreamableChunk |
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FAnimSubsystem |
Base structure for all anim subsystem class data |
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FAnimSubsystem_Base |
Provides common built-in anim node functionality as a subsystem |
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FAnimSubsystem_BlendSpaceGraph |
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FAnimSubsystem_PropertyAccess |
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FAnimSubsystem_Tag |
Allows anim nodes to be tagged by name at edit time and retrieved by tag at runtime |
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FAnimSubsystemContext |
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FAnimSubsystemInstance |
Base structure for all anim subsystem instance data |
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FAnimSubsystemInstance_NodeRelevancy |
Allows anim node's relevancy (when they receive and lose weight in the graph) to be tracked |
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FAnimSubsystemInstanceContext |
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FAnimSubsystemLinkContext |
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FAnimSubsystemParallelUpdateContext |
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FAnimSubsystemPostLoadContext |
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FAnimSubsystemPostLoadDefaultsContext |
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FAnimSubsystemUpdateContext |
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FAnimSync |
Wraps up functionality for ticking and syncing animations according to group (via normalized time) or marker. |
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FAnimSyncDebugInfo |
Debug info for a sync group scope request. |
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FAnimSyncGroupScope |
Scoped graph message used to synchronize animations at various points in an anim graph. |
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FAnimSyncMarker |
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FAnimSyncParams |
Parameters for group/marker-based sync. |
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FAnimTickRecord |
Information about an animation asset that needs to be ticked |
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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 |
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FAnimUpdateContext |
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FAnimWeight |
Structure for all Animation Weight helper functions. |
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FArcToHexString |
Helper for buiilding DDC keys of settings. |
|
FAssetMapping |
This defines one asset mapping |
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FAsyncCompressedAnimationsManagement |
Manager for Async anim compression. |
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FAttributeBlendData |
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FAttributeCurve |
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FAttributeId |
Runtime identifier for an attribute |
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FAttributeKey |
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FAttributes |
Built-in attributes that most nodes will share. |
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FAxisOption |
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FBakedAnimationState |
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FBakedAnimationStateMachine |
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FBakedCustomAttributePerBoneData |
Structure describing baked custom attributes for a single bone (index) |
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FBakedFloatCustomAttribute |
(Baked) float custom attribute, uses FSimpleCurve for evaluation instead of FVariant array |
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FBakedIntegerCustomAttribute |
(Baked) int32 custom attribute, uses FIntegralCurve for evaluation instead of FVariant array |
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FBakedStateExitTransition |
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FBakedStringCustomAttribute |
(Baked) string custom attribute, uses FStringCurve for evaluation instead of FVariant array |
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FBaseBlendedCurve |
This struct is used to create curve snap shot of current time when extracted |
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FBlendedCurve |
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FBlendedHeapCurve |
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FBlendFilter |
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FBlendParameter |
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FBlendProfileBoneEntry |
A single entry for a blend scale within a profile, mapping a bone to a blendscale |
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FBlendSample |
Sample data |
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FBlendSampleData |
Transform definition |
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FBlendSpaceData |
The runtime data used for interpolating. |
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FBlendSpaceSegment |
This is the runtime representation of a segment which stores its vertices (start and end) in normalized space. |
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FBlendSpaceTriangle |
This is the runtime representation of a triangle. |
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FBlendSpaceTriangleEdgeInfo |
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FBoneData |
Encapsulates commonly useful data about bones. |
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FBoneNode |
Each Bone node in BoneTree |
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FBoneReductionSetting |
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FBoneSocketTarget |
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FBranchingPoint |
Remove FBranchingPoint when VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL is removed. |
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FBranchingPointMarker |
AnimNotifies marked as BranchingPoints will create these markers on their Begin/End times. |
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FCachedAnimAssetPlayerData |
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FCachedAnimRelevancyData |
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FCachedAnimStateArray |
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FCachedAnimStateData |
This file contains a number of helper structures that can be used to process state-machine- related data in C++. |
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FCachedAnimTransitionData |
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FCachedFloatCurve |
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FCachedPoseIndices |
Wrapper struct as we dont support nested containers |
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FCachedPoseSkippedUpdateHandler |
Event that can be subscribed to receive skipped updates when a cached pose is run. |
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FCancelCompressionSignal |
Mechanism for cancelling in flight compression. |
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FComponentSpacePose |
A pose in component space (i.e. each transform is relative to the component's transform) |
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FComponentSpacePoseContext |
Evaluation context passed around during animation tree evaluation |
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FComponentSpacePoseLink |
A component-space pose link to another node |
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FCompositeSection |
Section data for each track. |
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FCompressedAnimDataBase |
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FCompressedAnimSequence |
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FCompressedOffsetData |
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FCompressedOffsetDataBase |
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FCompressedTrack |
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FCompressibleAnimData |
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FCompressibleAnimDataResult |
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FCompressionMemorySummary |
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FCurveElement |
This is array of curves that run when collecting curves natively |
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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 |
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FCurveTrack |
Key frame curve data for one track CurveName: Morph Target Name CurveWeights: List of weights for each frame |
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FCustomAttribute |
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FCustomAttributePerBoneData |
Structure describing custom attributes for a single bone (index) |
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FCustomAttributeSetting |
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FCustomAttributesRuntime |
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FDeltaTimeRecord |
Used when sampling a given animation asset, this structure will contain the previous frame's internal sample time alongside the 'effective' delta time leading into the current frame. |
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FDeprecationMsg___LINE__ |
That this file is now deprecated, and all functionality has moved to BlendSpace. |
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FDistanceCurve |
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FEditorElement |
Each elements in the grid |
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FEncounteredStateMachineStack |
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FErrorTrackerWorstAnimation |
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FErrorTrackerWorstBone |
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FExposedValueCopyRecord |
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FExposedValueHandler |
An exposed value updater. |
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FFloatAnimationAttribute |
Attribute type supporting the legacy TVariant |
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FFloatCurve |
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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) |
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FGraphTraversalCounter |
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FGridBlendSample |
Result of how much weight of the grid element |
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FHeapAttributeContainer |
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FHeapAttributeContainerAccessor |
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FImportedSkinWeightProfileData |
Editor only representation of a Skin Weight profile, stored as part of FSkeletalMeshLODModel, used as a base for generating the runtime version (FSkeletalRenderDataSkinWeightProfilesData) |
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FInertializationBoneDiff |
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FInertializationCurve |
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FInertializationCurveDiff |
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FInertializationPose |
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FInertializationPoseDiff |
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FInputAlphaBoolBlend |
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FInputClampConstants |
Input modifier with clamping and interpolation. |
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FInputClampState |
Mutable state struct to be used with FInputClampConstants. |
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FInputRange |
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FInputScaleBias |
Input modifier with scaling and biasing. |
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FInputScaleBiasClamp |
Input modifier with remapping, scaling, biasing, clamping, and interpolation. |
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FInputScaleBiasClampConstants |
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FInputScaleBiasClampState |
Mutable state struct to be used with FInputScaleBiasClampConstants. |
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FIntegerAnimationAttribute |
Attribute type supporting the legacy TVariant |
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FInterpolationParameter |
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FLoadedAnimationChunk |
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FLocalSpacePose |
A pose in local space (i.e. each transform is relative to its parent) |
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FMarkerPair |
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FMarkerSyncAnimPosition |
Represent a current play position in an animation based on sync markers |
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FMarkerSyncData |
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FMarkerTickContext |
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FMarkerTickRecord |
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FMaxErrorStatTracker |
Logic for tracking top N error items for later display. |
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FMessageStack |
Stack of tags & events used to track context during graph execution. |
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FMirrorFindReplaceExpression |
Find and Replace expressions used to generate mirror tables |
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FMirrorSyncScope |
Scoped graph message used to synchronize mirroring. |
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FMirrorTableRow |
Base Mirror Table containing all data required by the animation mirroring system. |
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FMontageActiveSlotTracker |
Tracks state of active slot nodes in the graph |
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FMontageBlendSettings |
Montage blend settings. Can be used to overwrite default Montage settings on Play/Stop |
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FMontageEvaluationState |
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FMontageSubStepper |
Helper struct to sub step through Montages when advancing time. |
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FMorphTargetDelta |
Morph mesh vertex data used for rendering |
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FMorphTargetLODModel |
Mesh data for a single LOD model of a morph target |
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FNamedColor |
A named color |
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FNamedCurveValue |
Name/value pair for retrieving curve values |
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FNamedFloat |
A named float |
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FNamedTransform |
A named transform |
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FNamedVector |
A named float |
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FNameMapping |
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FNativeStateBinding |
Binding allowing native notification of state changes |
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FNativeTransitionBinding |
Binding allowing native transition rule evaluation |
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FNode |
Rig Controller for bone transform |
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FNodeDataId |
Identifier used to access folded node data. |
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FNodeDebugData |
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FNodeFunctionCaller |
Wrapper used to call anim node functions. |
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FNodeItem |
Node Information to save with |
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FNonBlendableFloatAnimationAttribute |
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FNonBlendableIntegerAnimationAttribute |
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FNonBlendableTransformAnimationAttribute |
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FOnAllMontageInstancesEndedMCDelegate |
Delegate for when all montage instances have ended. |
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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 |
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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 |
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FOnMontageStartedMCDelegate |
Delegate for when Montage is started |
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FParallelEvaluationData |
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FPassedMarker |
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FPerBoneBlendWeight |
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FPerBoneBlendWeights |
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FPerBoneInterpolation |
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FPlayMontageAnimNotifyDelegate |
Delegate called by 'PlayMontageNotify' and 'PlayMontageNotifyWindow' |
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FPoseAssetInfluence |
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FPoseAssetInfluences |
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FPoseContext |
Evaluation context passed around during animation tree evaluation |
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FPoseCurve |
Pose Curve container for extraction This is used by pose anim node Saves UID/PoseIndex/Value of the curve |
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FPoseData |
Pose data |
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FPoseDataContainer |
Pose data container Contains animation and curve for all poses |
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FPoseLink |
A local-space pose link to another node |
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FPoseLinkBase |
A pose link to another node |
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FPoseSnapshot |
A pose for a skeletal mesh |
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FPostEvaluateAnimEvent |
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FPreviewAssetAttachContainer |
Component which deals with attaching assets |
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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 |
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FQueuedAsyncCompressionWork |
An animation waiting to be compressed. |
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FQueuedDrawDebugItem |
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FQueuedMontageBlendingOutEvent |
Helper struct to store a Queued Montage BlendingOut event. |
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FQueuedMontageEndedEvent |
Helper struct to store a Queued Montage Ended event. |
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FRawAnimSequenceTrack |
Raw keyframe data for one track.Each array will contain either NumFrames elements or 1 element. |
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FRawCurveTracks |
Raw Curve data for serialization |
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FRawSkinWeight |
Editor only skin weight representation |
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FReferencePose |
This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set. |
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FRequestAnimCompressionParams |
Param structure for UAnimSequence::RequestAnimCompressionParams. |
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FRigConfiguration |
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FRigTransformConstraint |
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FRootMotionExtractionStep |
Struct defining a RootMotionExtractionStep. |
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FRootMotionMovementParams |
Utility struct to accumulate root motion. |
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FRootMotionReset |
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FRotationTrack |
Keyframe rotation data for one track. |
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FRuntimeSkinWeightProfileData |
Runtime structure containing the set of override weights and the associated vertex indices |
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FScaleTrack |
Keyframe scale data for one track. |
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FScopedAnimNodeTracker |
DEPRECATED - This system is now supplanted by UE::Anim::FMessageStack - Helper RAII object to cleanup a node added to the node tracker |
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FScopedGraphMessage |
Base helper class. |
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FScopedGraphTag |
Pushes a simple tag onto the shared context stack. |
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FSetProfileRequest |
Describes a single skin weight profile request |
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FSkeletonRemapping |
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FSkeletonToMeshLinkup |
This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set. |
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FSkinWeightProfileInfo |
Structure storing user facing properties, and is used to identify profiles at the SkeletalMesh level |
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FSkinWeightProfileManager |
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FSkinWeightProfileManagerAsyncTask |
Async task handling the skin weight buffer generation |
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FSkinWeightProfileManagerTickFunction |
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FSkinWeightProfilesData |
Runtime structure for keeping track of skin weight profile(s) and the associated buffer |
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FSkinweightReadbackData |
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FSlotAnimationTrack |
Each slot data referenced by Animation Slot contains slot name, and animation data |
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FSlotEvaluationPose |
Helper struct for Slot node pose evaluation. |
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FSlotNodeWeightInfo |
Slot node weight information - this is transient data that is used by slot node |
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FSmartName |
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FSmartNameContainer |
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FSmartNameMapping |
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FSocketReference |
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FStackAttributeContainer |
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FStackAttributeContainerAccessor |
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FStateMachineDebugData |
This structure represents debugging information for a single state machine. |
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FStateMachineStateDebugData |
Represents the debugging information for a single state within a state machine. |
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FStreamableAnimPlatformData |
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FStreamingAnimationData |
Contains everything that will be needed by a Streamable Anim that's streaming in data |
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FStringAnimationAttribute |
Attribute type supporting the legacy TVariant |
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FTimecodeCustomAttributeNameSettings |
Settings that identify the names of custom attributes that represent the individual components of a timecode and a subframe along with a take name. |
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FTimeStretchCurveInstance |
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FTimeStretchCurveMarker |
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FTrackToSkeletonMap |
@note We have a plan to support skeletal hierarchy. When that happens, we'd like to keep skeleton indexing. |
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FTrajectorySample |
A motion trajectory sample associated with a specific time or distance domain value. |
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FTrajectorySampleRange |
A container of ordered trajectory samples and associated sampling rate. |
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FTransformAnimationAttribute |
Attribute type supporting the legacy TVariant |
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FTransformBase |
This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set. |
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FTransformBaseConstraint |
This defines what constraint it is defined |
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FTransformCurve |
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FTranslationTrack |
Keyframe position data for one track. |
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FUECompressedAnimData |
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FUECompressedAnimDataMutable |
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FVectorCurve |
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FVirtualBone |
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FWeightedBlendSample |
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IAnimClassInterface |
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IAnimLayerInterface |
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IAnimNotifyEventContextDataInterface |
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IAnimRootMotionProvider |
Modular feature interface for AnimationWarping. |
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IAttributeBlendOperator |
Interface required to implement for user-defined blending behaviour of an animation attribute type. |
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ICompressedAnimData |
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ICurveSourceInterface |
A source for curves |
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IGraphMessage |
Base class for all messages/events/scopes that are fired during execution. |
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IInertializationRequester |
Event that can be subscribed to request inertialization-based blends. |
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IMeshDeformerProvider |
Modular feature interface for mesh defomer providers. |
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INodeMappingProviderInterface |
This is interface class for providing node inforation |
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IPoseSearchProvider |
Modular feature interface for PoseSearch |
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IPreviewCollectionInterface |
Preview Collection options. |
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TArrayMaker |
Wrapper Code. |
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TArrayViewMaker |
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TAttributeBlendOperator |
Default blend operator used for any registered attribute type, when no user-defined operator has been specified Using TEnableIf to select appropriate behaviour according to TAttributeTypeTraits |
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TAttributeContainer |
Runtime container for Animation Attributes, providing a TMap like interface. |
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TAttributeContainerAccessor |
Accessor for internal data of the TAttributeContainer. |
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TAttributeTypeTraits |
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TAttributeTypeTraitsBase |
Set of type-traits, used by the Animation Attributes system to verify and implement certain behavior |
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TMaybeMappedAllocator |
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TMaybeMappedArray |
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TNonConstArrayViewMaker |
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TOptionalScopedGraphMessage |
Optionally pushes a message onto the shared context stack. |
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TScopedGraphMessage |
Pushes a message onto the shared context stack. |
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TWrappedAttribute |
Helper struct to wrap and templated operate raw memory |
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UAimOffsetBlendSpace |
Blend Space. Contains a grid of data points with weights from sample points in the space |
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UAimOffsetBlendSpace1D |
Blend Space 1D. Contains 1 axis blend 'space' |
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UAnalysisProperties |
The base class for properties to be used in analysis. |
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UAnimationAsset |
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UAnimationAssetExtensions |
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UAnimationSettings |
Default animation settings. |
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UAnimBlueprint |
An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. |
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UAnimBlueprintGeneratedClass |
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UAnimBlueprintGeneratedStruct |
Struct type generated by the anim BP compiler. |
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UAnimBoneCompressionCodec |
Base class for all bone compression codecs. |
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UAnimBoneCompressionSettings |
This object is used to wrap a bone compression codec. |
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UAnimClassData |
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UAnimClassInterface |
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UAnimComposite |
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UAnimCompositeBase |
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UAnimCompress |
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UAnimCompress_BitwiseCompressOnly |
Bitwise animation compression only; performs no key reduction. |
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UAnimCompress_LeastDestructive |
Reverts any animation compression, restoring the animation to the raw data. |
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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. |
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UAnimCompress_RemoveEverySecondKey |
Keyframe reduction algorithm that simply removes every second key. |
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UAnimCompress_RemoveLinearKeys |
Keyframe reduction algorithm that simply removes keys which are linear interpolations of surrounding keys. |
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UAnimCompress_RemoveTrivialKeys |
Removes trivial frames frames of tracks when position or orientation is constant over the entire animation from the raw animation data. |
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UAnimCurveCompressionCodec |
Base class for all curve compression codecs. |
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UAnimCurveCompressionCodec_CompressedRichCurve |
Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization. |
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UAnimCurveCompressionCodec_UniformIndexable |
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UAnimCurveCompressionCodec_UniformlySampled |
Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization. |
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UAnimCurveCompressionSettings |
This object is used to wrap a curve compression codec. |
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UAnimInstance |
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UAnimLayerInterface |
An interface used to specify the inputs and outputs of an animation blueprint |
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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 |
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UAnimMontage |
Any property you're adding to AnimMontage and parent class has to be considered for Child Asset |
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UAnimNotifyMirrorInspectionLibrary |
A library of commonly used functionality for Notifies related to mirroring, exposed to blueprint. |
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UAnimNotifyStateMachineInspectionLibrary |
A library of commonly used functionality for Notifies related to state machines, exposed to blueprint. |
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UAnimSequence |
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UAnimSequenceBase |
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UAnimSet |
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UAnimSingleNodeInstance |
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UAnimStateMachineTypes |
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UAnimStreamable |
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UAssetMappingTable |
UAssetMappingTable : that has AssetMappingTableging data |
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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. |
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UBlendSpace |
Allows multiple animations to be blended between based on input parameters |
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UBlendSpace1D |
Blend Space 1D. Contains 1 axis blend 'space' |
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UBuiltInAttributesExtensions |
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UCachedAnimDataLibrary |
A library of commonly used functionality from the CachedAnimData family, exposed to blueprint. |
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UCurveSourceInterface |
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UMeshDeformer |
Base class for mesh deformer assets. |
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UMeshDeformerInstance |
Base class for mesh deformers instances. |
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UMirrorDataTable |
Data table for mirroring bones, notifies, and curves. |
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UMorphTarget |
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UNodeMappingContainer |
Node Mapping Container Class This saves source items, and target items, and mapping between Used by Retargeting, Control Rig mapping. |
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UNodeMappingProviderInterface |
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UPoseAsset |
Pose Asset that can be blended by weight of curves |
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UPreviewCollectionInterface |
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URawAnimSequenceTrackExtensions |
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URig |
URig : that has rigging data for skeleton |
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USkeleton |
USkeleton : that links between mesh and animation |
Name |
Description |
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AACF_DefaultCurve |
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SmartName::MaxUID |
Max UID used for overflow checking. |
Name |
Description |
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FAnimNode_Layer |
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FAnimNode_SubInput |
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FAnimNode_SubInstance |
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FAnimStackAllocator |
Shortcut for the allocator used by animation nodes. |
FCanTakeTransition |
Delegate that native code can hook to to provide additional transition logic |
FCompressibleAnimPtr |
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FCompressibleAnimRef |
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FGetParentIndex |
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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 |
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 |
FOnMontageBlendingOutStarted |
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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 |
FOnMontageEnded |
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FOnMontageStarted |
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FRequestFinished |
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FStructPropertyPath |
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FTransformArrayA2 |
One animation sequence of keyframes. Contains a number of tracks of data. |
FTransformArrayA2 |
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FWrappedAttribute |
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TConstIterator |
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TIterator |
Iterators. |
UBlendSpaceBase |
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UID_Type |
ID type, should be used to access SmartNames as fundamental type may change. |
Name |
Description |
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AnimationCompressionFormat |
Indicates animation data compression format. |
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AnimationKeyFormat |
Indicates animation data key format. |
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AnimPhysCollisionType |
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AnimPhysTwistAxis |
Enum for picking current angular twist axis. |
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EAdditiveAnimationType |
Indicates whether an animation is additive, and what kind. |
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EAdditiveBasePoseType |
For an additive animation, indicates what the animation is relative to. |
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EAnimAlphaInputType |
AnimNodes using an Alpha can choose how it is driven. |
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EAnimAssetCurveFlags |
This is curve flags that are saved in asset and |
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EAnimEventTriggerOffsets::Type |
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EAnimExecutionContextConversionResult |
The result of an anim node context conversion. |
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EAnimGroupRole::Type |
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EAnimInterpolationType |
Indicates how animation should be evaluated between keys. |
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EAnimLinkMethod::Type |
Supported types of time for a linked element |
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EAnimNodeDataFlags |
The flags field of FAnimNodeData Primarily this is used to prevent the extra work asscicated with recovering folded properties for anim node functions |
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EAnimNodeInitializationStatus |
Initialization status of a node. |
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EAnimNodeReferenceConversionResult |
The result of an anim node reference conversion. |
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EAnimNotifyEventType::Type |
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EAnimPropertyAccessCallSite |
The various call sites we can call into the property access library. |
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EAnimSubsystemEnumeration |
How to proceed when enumerating subsystems. |
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EAnimSyncGroupScope |
Deprecated - do not use. |
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EAnimSyncMethod |
How an asset will synchronize with other assets. |
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EAxisOption::Type |
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EBlendProfileMode |
The mode in which the blend profile should be applied. |
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EBlendSpaceAxis |
Interpolation data types. |
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EBoneAxis |
Enum for specifying a specific axis of a bone |
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EBoneControlSpace |
Enum for controlling which reference frame a controller is applied in. |
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EBoneRotationSource |
Enum for specifying the source of a bone's rotation. |
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EBoneTranslationRetargetingMode::Type |
Bone translation retargeting mode. |
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EComponentType::Type |
The transform component (attribute) to read from. |
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EConstraintTransform::Type |
Constraint Transform Type. - currently unused |
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EControlConstraint::Type |
Control Constraint Type |
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ECurveBlendOption::Type |
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ECustomAttributeBlendType |
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EDeprecationMsg___LINE__ |
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EDeprecationMsg___LINE__ |
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EDrawDebugItemType::Type |
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EEvaluatorDataSource::Type |
Indicates which state is being evaluated by this node (source or destination). |
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EEvaluatorMode::Mode |
Determines the behavior this node will use when updating and evaluating. |
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EInertializationBoneState |
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EInertializationSpace |
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EInertializationState |
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EMirrorFindReplaceMethod::Type |
Find and Replace Method for FMirrorFindReplaceExpression. |
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EMirrorRowType::Type |
Type referenced by a row in the mirror data table |
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EMontageBlendMode |
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EMontageNotifyTickType::Type |
Ticking method for AnimNotifies in AnimMontages. |
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EMontagePlayReturnType |
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EMontageSubStepResult |
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ENotifyFilterType::Type |
Filtering method for deciding whether to trigger a notify. |
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ENotifyTriggerMode::Type |
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EPinHidingMode::Type |
The display mode of editable values on an animation node. |
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EPostCopyOperation |
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EPreferredTriangulationDirection |
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EPreviewAnimationBlueprintApplicationMethod |
The method by which a preview animation blueprint is applied |
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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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ETrajectorySampleDomain |
Enumeration for signaling which "Accumulated" domain values to respect when determining past and future sampling horizons. |
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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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class |
deprecated ( |
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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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NodeType ... |
GetNodeFromPropertyIndex ( |
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float |
GetTriggerTimeOffsetForType ( |
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MakeBitForFlag |
Helper function for ddc key generation. |
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constexpr bo... |
operator! ( |
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constexpr bo... |
operator! |
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constexpr ET... |
operator& ( |
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constexpr EA... |
operator& ( |
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ETrajectoryS... |
operator&= ( |
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EAnimNodeDat... |
operator&= ( |
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constexpr EA... |
operator^ ( |
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constexpr ET... |
operator^ ( |
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ETrajectoryS... |
operator^= ( |
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EAnimNodeDat... |
operator^= ( |
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constexpr EA... |
operator| ( |
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constexpr ET... |
operator| ( |
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EAnimNodeDat... |
operator|= ( |
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ETrajectoryS... |
operator|= ( |
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constexpr EA... |
operator~ ( |
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constexpr ET... |
operator~ |
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TArrayView< ... |
RebaseTArrayView ( |
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Sum ( |
= Time Stretch Curve = |
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UE::Anim::AddTypedCustomAttribute ( |
Helper functionality allowing the user to add an attribute with a typed value array |
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UE::Anim::AnimationData::AddLoopingInterpolation ( |
Adds an additional animated frame to match with the first animated frame, attempting to make it loop |
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UE::Anim::AnimationData::DuplicateKeys ( |
Insert duplicate key(s) for all tracks for the provided Animation Sequence |
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UE::Anim::AnimationData::FindFirstChildTrackIndex ( |
Finds the index of the first child track (bone) for the provided bone name |
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UE::Anim::AnimationData::RemoveKeys ( |
Remove a number of keys for all tracks for the provided Animation Sequence |
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UE::Anim::AnimationData::Trim ( |
Trim a specific window from the animation data |
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UE::Anim::BoneAttributeNamespace ( |
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UE::Anim::BuildPoseFromModel ( |
Populates a FCompactPose according to the data stored within a UAnimDataModel provided a time to sample. |
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UE::Anim::Compression::CompressAnimationDataTracks ( |
Compress the provided tracks using two methods. |
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UE::Anim::Compression::CompressRawAnimSequenceTrack ( |
Compress the provided track by checking for uniform key data according to the provided error metrics |
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UE::Anim::Compression::SanitizeRawAnimSequenceTrack ( |
Sanitize the provided track by snapping small scale values to 0, and normalizing any rotational keys |
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UE::Anim::CopyCurveDataToModel ( |
Copies over any individual curve from FRawCurveTracks to a UAnimDataModel instance targeted by the provided controller. |
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UE::Anim::CopyNotifies ( |
Copies over any individual curve from FRawCurveTracks to a UAnimDataModel instance targeted by the provided controller. |
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UE::Anim::EvaluateFloatCurvesFromModel ( |
Populates float curves according to the data stored within a UAnimDataModel provided a time to sample. |
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UE::Anim::EvaluateTransformCurvesFromModel ( |
Populates transform curves according to the data stored within a UAnimDataModel provided a time to sample. |
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UE::Anim::ExtractBoneTransform ( |
Extract Bone Transform of the Time given, from the provided FRawAnimSequenceTrack |
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UE::Anim::GetBoneTransformFromModel ( |
Retrieves a single bone transform according to the data stored within a UAnimDataModel provided a key and track to sample. |
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UE::Anim::GetBoneTransformFromModel ( |
Retrieves a single bone transform according to the data stored within a UAnimDataModel provided a time and track to sample. |
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UE::Anim::Retargeting::RetargetPose ( |
Retargeting the provided pose using the retarget source or transforms |
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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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InputPoseNodeProperties |
This type is no longer in use and will be removed. |
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InputProperties |
The input properties themselves |
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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 |