Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Animation/AnimationAsset.h |
Include |
#include "Animation/AnimationAsset.h" |
class UAnimationAsset :
public UObject,
public IInterface_AssetUserData,
public IInterface_PreviewMeshProvider
Name | Description | ||
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TObjectPtr< cla... |
AssetMappingTable |
Asset mapping table when ParentAsset is set |
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AssetUserData |
Array of user data stored with the asset |
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ChildrenAssets |
Note this is transient as they're added as they're loaded |
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TObjectPtr< cla... |
ParentAsset |
Parent asset is used for AnimMontage when it derives all settings but remap animation asset. |
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TObjectPtr< cla... |
PreviewPoseAsset |
The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset |
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TObjectPtr< cla... |
ThumbnailInfo |
Information for thumbnail rendering |
Name | Description | ||
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void |
AddMetaData ( |
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void |
EmptyMetaData() |
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UAnimMetaDat... |
FindMetaDataByClass ( |
Returns the first metadata of the specified class |
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T * |
FindMetaDataByClass() |
Templatized version of FindMetaDataByClass that handles casting for you |
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bool |
GetAllAnimationSequencesReferred ( |
Retrieve all animations that are used by this asset |
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const UAsset... |
GetAssetMappingTable() |
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int32 |
GetMarkerUpdateCounter() |
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const TArray... |
GetMetaData() |
Get available Metadata within the animation asset |
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float |
GetPlayLength() |
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USkeleton &#... |
GetSkeleton() |
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GetSkeletonVirtualBoneGuid() |
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GetUniqueMarkerNames() |
Return a list of unique marker names for blending compatibility |
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void |
HandleAnimReferenceCollection ( |
Helper function for GetAllAnimationSequencesReferred, it adds itself first and call GetAllAnimationSEquencesReferred. |
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bool |
HasParentAsset() |
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bool |
IsValidAdditive() |
Return true if this is valid additive animation false otherwise |
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void |
OnSetSkeleton ( |
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void |
RefreshParentAssetData() |
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bool |
RemapAsset ( |
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void |
RemapTracksToNewSkeleton ( |
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void |
RemoveMetaData ( |
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void |
RemoveMetaData ( |
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void |
ReplaceReferredAnimations ( |
Replace this assets references to other animations based on ReplacementMap |
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bool |
ReplaceSkeleton ( |
Replace Skeleton |
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void |
SetParentAsset ( |
Parent Asset related function. Used by editor |
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void |
SetPreviewSkeletalMesh ( |
Sets or updates the preview skeletal mesh |
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void |
SetSkeleton ( |
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void |
SetSkeletonVirtualBoneGuid ( |
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void |
TickAssetPlayer ( |
Advances the asset player instance |
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void |
UpdateParentAsset() |
We have to update whenever we have anything loaded |
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void |
ValidateParentAsset() |
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void |
ValidateSkeleton() |
Validate our stored data against our skeleton and update accordingly |
Name | Description | ||
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void |
GetAssetRegistryTags ( |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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EDataValidat... |
IsDataValid |
Generic function to validate objects during changelist validations, etc. |
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void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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void |
AddAssetUserData ( |
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const TArray... |
GetAssetUserDataArray() |
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UAssetUserDa... |
GetAssetUserDataOfClass ( |
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void |
RemoveUserDataOfClass ( |
Name | Description | ||
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USkeletalMes... |
GetPreviewMesh() |
Get the preview mesh for this asset |
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USkeletalMes... |
GetPreviewMesh ( |
Get the preview mesh for this asset, non const. |
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void |
SetPreviewMesh ( |
IInterface_PreviewMeshProvider interface |
Name | Description | ||
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float |
GetMaxCurrentTime() |
Use GetPlayLength instead |
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void |
ResetSkeleton ( |
ResetSkeleton has been deprecated, use ReplaceSkeleton or SetSkeleton instead |