className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 3 36 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
UAnimationModifier::RemoveLegacyPreviousAppliedModifierOnSkeleton | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h | Mark this modifier on skeleton as reverted (affect CanRevert, IsLatestRevisionApplied) | AnimationModifiers | void RemoveLegacyPreviousAppliedModifierOnSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton ) | [] |
UAnimationModifier::RevertFromAnimationSequence | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h | AnimationModifiers | void RevertFromAnimationSequence ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence ) const | [] | |
UAnimationModifier::Serialize | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h | Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables. | AnimationModifiers | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | [] |
UAnimationModifier::UpdateCompressedAnimationData | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h | Checks if the animation data has to be re-baked / compressed and does so | AnimationModifiers | void UpdateCompressedAnimationData() | [] |
UAnimationModifier::UpdateNativeRevisionGuid | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h | AnimationModifiers | void UpdateNativeRevisionGuid() | [] | |
UAnimationModifier::UpdateRevisionGuid | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h | Updating of blueprint and native GUIDs | AnimationModifiers | void UpdateRevisionGuid ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ModifierClass ) | [] |
UAnimationModifier::UAnimationModifier | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h | AnimationModifiers | UAnimationModifier() | [] | |
UAnimationModifier | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h | AnimationModifiers | class UAnimationModifier : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [
{
"type": "bool",
"name": "bReapplyPostOwnerChange",
"description": "If this is set to true then the animation modifier will call it's reapply function after any change made to the owning asset."
}
] | |
UAnimationModifiersAssetUserData::AddAnimationModifier | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h | EndUAssetUserDataoverrides | AnimationModifiers | void AddAnimationModifier ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance ) | [] |
UAnimationModifiersAssetUserData::ChangeAnimationModifierIndex | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h | AnimationModifiers | void ChangeAnimationModifierIndex ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance, int32 Direction ) | [] | |
UAnimationModifiersAssetUserData::GetAnimationModifierInstances | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h | AnimationModifiers | const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * > & GetAnimationModifierInstances() const | [] | |
UAnimationModifiersAssetUserData::PostEditChangeOwner | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h | Called when the owner object is modified | AnimationModifiers | virtual void PostEditChangeOwner() | [] |
UAnimationModifiersAssetUserData::PostEditChangeProperty | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h | Called when a property on this object has been modified externally | AnimationModifiers | virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UAnimationModifiersAssetUserData::PostLoad | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h | BeginUAssetUserDataoverrides | AnimationModifiers | virtual void PostLoad() | [] |
UAnimationModifiersAssetUserData::RemoveAnimationModifierInstance | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h | AnimationModifiers | void RemoveAnimationModifierInstance ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance ) | [] | |
UAnimationModifiersAssetUserData::Serialize | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h | Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables. | AnimationModifiers | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | [] |
UAnimationModifiersAssetUserData | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h | Asset user data which can be added to aUSkeletonorUAnimSequenceto keep track of Animation Modifiers | AnimationModifiers | class UAnimationModifiersAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) | [
{
"type": "TArray<TObject...",
"name": "AnimationModifierInstances",
"description": ""
},
{
"type": "TMap<FSoftObje...",
"name": "AppliedModifiers",
"description": "Animation modifiers APPLIED on the owning animation sequence"
}
] |
FAnimationSettingsModule::StartupModule | /Engine/Source/Editor/AnimationSettings/Public/AnimationSettingsModule.h | FModuleManager::Get().LoadModuleChecked(TEXT("HTTP")); | AnimationSettings | virtual void StartupModule() | [] |
FAnimationSettingsModule::ShutdownModule | /Engine/Source/Editor/AnimationSettings/Public/AnimationSettingsModule.h | Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well. | AnimationSettings | virtual void ShutdownModule() | [] |
FAnimationSettingsModule | /Engine/Source/Editor/AnimationSettings/Public/AnimationSettingsModule.h | AnimationSettings | class FAnimationSettingsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface) | [] | |
AnimationSharingDataHandle | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | typedef uint32 AnimationSharingDataHandle | [] | |
FAdditiveAnimationInstance::GetBaseComponent | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h | AnimationSharing | [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetBaseComponent() const | [] | |
FAdditiveAnimationInstance::GetComponent | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h | AnimationSharing | [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetComponent() const | [] | |
FAdditiveAnimationInstance::Initialise | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h | AnimationSharing | void Initialise ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAnimationBP ) | [] | |
FAdditiveAnimationInstance::Setup | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h | AnimationSharing | void Setup ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InBaseComponent, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSequence ) | [] | |
FAdditiveAnimationInstance::Start | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h | AnimationSharing | void Start() | [] | |
FAdditiveAnimationInstance::Stop | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h | AnimationSharing | void Stop() | [] | |
FAdditiveAnimationInstance::UpdateBaseComponent | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h | AnimationSharing | void UpdateBaseComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InBaseComponent ) | [] | |
FAdditiveAnimationInstance::FAdditiveAnimationInstance | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h | AnimationSharing | FAdditiveAnimationInstance() | [] | |
FAdditiveInstance | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | struct FAdditiveInstance | [
{
"type": "uint32",
"name": "ActorIndex",
"description": "Current actor indices as part of this instance"
},
{
"type": "FAdditiveAnimat...",
"name": "AdditiveAnimationInstance",
"description": "Actor used for playing the additive animation"
},
{
"type": "bool",
"name": "bActi... | |
FAnimationSetup | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h | AnimationSharing | [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimationSetup | [
{
"type": "TSubclassOf<UA...",
"name": "AnimBlueprint",
"description": "Animation blueprint to use for playing back the Animation Sequence"
},
{
"type": "TObjectPtr<UAn...",
"name": "AnimSequence",
"description": "Animation Sequence to play for this particular setup"
},
{
"type":... | |
FAnimationSharingScalability::FAnimationSharingScalability | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h | AnimationSharing | FAnimationSharingScalability() | [] | |
FAnimationStateEntry::FAnimationStateEntry | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h | AnimationSharing | FAnimationStateEntry() | [] | |
FAnimationSharingScalability | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h | AnimationSharing | [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimationSharingScalability | [
{
"type": "FPerPlatformFlo...",
"name": "BlendSignificanceValue",
"description": "Significance value tied to whether or not a transition should be blended"
},
{
"type": "FPerPlatformInt",
"name": "MaximumNumberConcurrentBlends",
"description": "Maximum number of blends which can be runni... | |
FAnimationStateEntry | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h | AnimationSharing | [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimationStateEntry | [
{
"type": "TArray<FAnimat...",
"name": "AnimationSetups",
"description": "Per state animation setup"
},
{
"type": "bool",
"name": "bAdditive",
"description": "Whether or not this state is an additive state"
},
{
"type": "float",
"name": "BlendTime",
"description": "Durati... | |
FAnimationSetup::FAnimationSetup | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h | AnimationSharing | FAnimationSetup() | [] | |
FAdditiveAnimationInstance | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AdditiveAnimationInstance.h | AnimationSharing | struct FAdditiveAnimationInstance | [
{
"type": "UAnimSequence&...",
"name": "AdditiveAnimationSequence",
"description": ""
},
{
"type": "UAnimSharingAdd...",
"name": "AdditiveInstance",
"description": ""
},
{
"type": "USkeletalMeshCo...",
"name": "BaseComponent",
"description": ""
},
{
"type": "bool"... | |
FAnimSharingModule::AddReferencedObjects | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h | Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around. | AnimationSharing | virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector ) | [] |
FAnimSharingModule::CreateAnimationSharingManager | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h | Creates an animation sharing manager for the givenUWorld(must be a Game World) | AnimationSharing | static bool CreateAnimationSharingManager ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [UAnimationSharingSetup](API\Plugins\AnimationSharing\UAnimationSharingSetup) * Setup ) | [] |
FAnimSharingModule::Get | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h | AnimationSharing | static [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) * Get ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) | [] | |
FAnimSharingModule::GetReferencerName | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h | Overload this method to report a name for your referencer | AnimationSharing | virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const | [] |
OnAnimationSharingManagerCreated | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h | AnimationSharing | static [FOnAnimationSharingManagerCreated](API\Plugins\AnimationSharing\FOnAnimationSharingManagerCreate-) OnAnimationSharingManagerCreated; | [] | |
FAnimSharingModule::StartupModule | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h | FModuleManager::Get().LoadModuleChecked(TEXT("HTTP")); | AnimationSharing | virtual void StartupModule() | [] |
WorldAnimSharingManagers | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h | AnimationSharing | static [TMap](API\Runtime\Core\Containers\TMap)< const [UWorld](API\Runtime\Engine\Engine\UWorld) *, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) > > WorldAnimSharingManagers; | [] | |
FBlendInstance | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Structure which holds data about a currently in progress blend between two states | AnimationSharing | struct FBlendInstance | [
{
"type": "TArray< uint32 ...",
"name": "ActorIndices",
"description": "Indices of actors who are set up as followers to BlendActor's main skeletal mesh component"
},
{
"type": "bool",
"name": "bActive",
"description": "Flag whether or not this instance is currently active"
},
{
... |
FAnimSharingModule | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h | AnimationSharing | class FAnimSharingModule : public [FDefaultModuleImpl](API\Runtime\Core\Modules\FDefaultModuleImpl), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject) | [] | |
FInstanceStack::AddInstance | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Add a new instance to the 'stack' | AnimationSharing | void AddInstance ( InstanceType * Instance ) | [] |
FInstanceStack::GetInstance | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Get an available instance | AnimationSharing | InstanceType * GetInstance() | [] |
FInstanceStack::FreeInstance | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Return instance back | AnimationSharing | void FreeInstance ( InstanceType * Instance ) | [] |
FInstanceStack::InstanceAvailable | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Return whether instance are available | AnimationSharing | bool InstanceAvailable() const | [] |
FInstanceStack::~FInstanceStack | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | ~FInstanceStack() | [] | |
FAnimSharingModule::GetOnAnimationSharingManagerCreated | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h | AnimationSharing | static [FOnAnimationSharingManagerCreated](API\Plugins\AnimationSharing\FOnAnimationSharingManagerCreate-) & GetOnAnimationSharingManagerCreated() | [] | |
FInstanceStack | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | template<typename InstanceType> struct FInstanceStack | [
{
"type": "TArray< Instanc...",
"name": "AvailableInstances",
"description": ""
},
{
"type": "TArray< Instanc...",
"name": "InUseInstances",
"description": ""
}
] | |
FOnAnimationSharingManagerCreated | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingModule.h | AnimationSharing | typedef TMulticastDelegate_TwoParams< void, [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) *, const [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnAnimationSharingManagerCreated | [] | |
FOnDemandInstance | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Structure which holds data about a currently running on-demand state animation instance | AnimationSharing | struct FOnDemandInstance | [
{
"type": "TArray< uint32 ...",
"name": "ActorIndices",
"description": "Indices of actors who are set up as followers to the skeletal mesh component running the animation"
},
{
"type": "bool",
"name": "bActive",
"description": "Flag whether or not instance is active"
},
{
"type":... |
FPerActorData | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | struct FPerActorData | [
{
"type": "uint32",
"name": "AdditiveInstanceIndex",
"description": "Indexto additive instance which is running on top of our state"
},
{
"type": "bool",
"name": "bBlending",
"description": "Flag whether or not we are currently blending"
},
{
"type": "uint32",
"name": "BlendI... | |
FPerComponentData | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | struct FPerComponentData | [
{
"type": "int32",
"name": "ActorIndex",
"description": "Indexto the owning actor (used to index PerActorData)"
},
{
"type": "USkeletalMeshCo...",
"name": "Component",
"description": "Skeletal mesh component registered for this component"
}
] | |
FPerSkeletonAnimationSharingSetup::FPerSkeletonAnimationSharingSetup | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h | AnimationSharing | FPerSkeletonAnimationSharingSetup() | [] | |
FPerSkeletonAnimationSharingSetup | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingTypes.h | AnimationSharing | [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FPerSkeletonAnimationSharingSetup | [
{
"type": "TSubclassOf<UA...",
"name": "AdditiveAnimBlueprint",
"description": "Animation blueprint used to apply additive animation on top of other states"
},
{
"type": "TArray<FAnimat...",
"name": "AnimationStates",
"description": "Definition of different animation states"
},
{
... | |
FPerStateData::FPerStateData | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | FPerStateData() | [] | |
FPerStateData | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Structure which holds data about a unique state which is linked to an enumeration value defined by the user. The data is populated from the user exposedFAnimationStateEntry | AnimationSharing | struct FPerStateData | [
{
"type": "UAnimSequence&...",
"name": "AdditiveAnimationSequence",
"description": "Animation Sequence that is used for Additive States"
},
{
"type": "FInstanceStack<...",
"name": "AdditiveInstanceStack",
"description": "Additive actors data structure"
},
{
"type": "TArray< float... |
FTickAnimationSharingFunction::DiagnosticContext | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Function to give a 'context' for this tick, used for grouped active tick reporting | AnimationSharing | virtual [FName](API\Runtime\Core\UObject\FName) DiagnosticContext ( bool bDetailed ) | [] |
FTickAnimationSharingFunction::DiagnosticMessage | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph | AnimationSharing | virtual [FString](API\Runtime\Core\Containers\FString) DiagnosticMessage() | [] |
FTickAnimationSharingFunction::ExecuteTick | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Abstract function actually execute the tick. | AnimationSharing | virtual void ExecuteTick ( float DeltaTime, enum ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent ) | [] |
FTickAnimationSharingFunction::FTickAnimationSharingFunction | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | FTickAnimationSharingFunction() | [] | |
FTickAnimationSharingFunction | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTickAnimationSharingFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction) | [
{
"type": "UAnimationShari...",
"name": "Manager",
"description": ""
}
] | |
FTransitionBlendInstance::GetComponent | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h | AnimationSharing | [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetComponent() const | [] | |
FTransitionBlendInstance::GetFromComponent | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h | AnimationSharing | [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetFromComponent() const | [] | |
FTransitionBlendInstance::GetToComponent | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h | AnimationSharing | [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetToComponent() const | [] | |
FTransitionBlendInstance::Initialise | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h | AnimationSharing | void Initialise ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAnimationBP ) | [] | |
FTransitionBlendInstance::Setup | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h | AnimationSharing | void Setup ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InFromComponent, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InToComponent, float InBlendTime ) | [] | |
FTransitionBlendInstance::Stop | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h | AnimationSharing | void Stop() | [] | |
FTransitionBlendInstance::FTransitionBlendInstance | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h | AnimationSharing | FTransitionBlendInstance() | [] | |
FTransitionBlendInstance | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/TransitionBlendInstance.h | AnimationSharing | struct FTransitionBlendInstance | [
{
"type": "bool",
"name": "bBlendState",
"description": ""
},
{
"type": "float",
"name": "BlendTime",
"description": ""
},
{
"type": "USkeletalMeshCo...",
"name": "FromComponent",
"description": ""
},
{
"type": "USkeletalMeshCo...",
"name": "SkeletalMeshCompon... | |
FUpdateActorHandle | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | typedef TBaseDelegate_OneParam< void, int32 > FUpdateActorHandle | [] | |
WithCopy | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | enum &123; WithCopy = false &125; | [] | |
TStructOpsTypeTraits< FTickAnimationSharingFunction > | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | template<> struct TStructOpsTypeTraits< FTickAnimationSharingFunction > : public [TStructOpsTypeTraitsBase2< FTickAnimationSharingFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2) | [] | |
UAnimationSharingManager::AnimationSharingEnabled | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Returns whether or not the animation sharing is enabled | AnimationSharing | [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=AnimationSharing) static bool AnimationSharingEnabled() | [] |
UAnimationSharingManager::BeginDestroy | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process. | AnimationSharing | virtual void BeginDestroy() | [] |
UAnimationSharingManager::CreateActorHandle | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Dealing with Actor data and handles | AnimationSharing | uint32 CreateActorHandle ( uint8 SkeletonIndex, uint32 ActorIndex ) const | [] |
UAnimationSharingManager::ClearActorData | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Ensures all actor data is cleared | AnimationSharing | void ClearActorData() | [] |
UAnimationSharingManager::CreateAnimationSharingManager | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Create an Animation Sharing Manager using the provided Setup | AnimationSharing | [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=AnimationSharing, Meta=(WorldContext="WorldContextObject")) static bool CreateAnimationSharingManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [UAnimationSharingSetup](API\Plugins\AnimationSharing\UAnimationSharingSetup) * Setup ) | [] |
UAnimationSharingManager::GetActorDataByHandle | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | [FPerActorData](API\Plugins\AnimationSharing\FPerActorData) * GetActorDataByHandle ( uint32 InHandle ) | [] | |
UAnimationSharingManager::GetActorIndexFromHandle | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | uint32 GetActorIndexFromHandle ( uint32 InHandle ) const | [] | |
UAnimationSharingManager::GetAnimationSharingManager | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Returns the AnimationSharing Manager, nullptr if none was set up | AnimationSharing | [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=AnimationSharing, Meta=(WorldContext="WorldContextObject")) static [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) * GetAnimationSharingManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject ) | [] |
UAnimationSharingManager::GetManagerForWorld | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Returns the AnimationSharing Manager for a specificUWorld, nullptr if none was set up | AnimationSharing | static [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) * GetManagerForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) | [] |
UAnimationSharingManager::GetPlatformName | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | static [FName](API\Runtime\Core\UObject\FName) GetPlatformName() | [] | |
UAnimationSharingManager::GetSkeletonIndexFromHandle | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | uint8 GetSkeletonIndexFromHandle ( uint32 InHandle ) const | [] | |
UAnimationSharingManager::GetTickFunction | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | [FTickAnimationSharingFunction](API\Plugins\AnimationSharing\FTickAnimationSharingFunction) & GetTickFunction() | [] | |
UAnimationSharingManager::GetWorld | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const | [] | |
UAnimationSharingManager::RegisterActor | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Registers actor with the animation sharing system | AnimationSharing | void RegisterActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [FUpdateActorHandle](API\Plugins\AnimationSharing\FUpdateActorHandle) Delegate ) | [] |
UAnimationSharingManager::RegisterActorWithSkeleton | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Registers actor with the animation sharing system according to the SharingSkeleton's sharing setup (if available) | AnimationSharing | void RegisterActorWithSkeleton ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SharingSkeleton, [FUpdateActorHandle](API\Plugins\AnimationSharing\FUpdateActorHandle) Delegate ) | [] |
UAnimationSharingManager::Initialise | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Initialize sharing data structures | AnimationSharing | void Initialise ( const [UAnimationSharingSetup](API\Plugins\AnimationSharing\UAnimationSharingSetup) * InSetup ) | [] |
UAnimationSharingManager::RegisterActorWithSkeletonBP | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Register an Actor with this Animation Sharing manager, according to the SharingSkeleton | AnimationSharing | [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=AnimationSharing, Meta=(DisplayName="Register Actor")) void RegisterActorWithSkeletonBP ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SharingSkeleton ) | [] |
UAnimationSharingManager::SetDebugMaterial | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | static void SetDebugMaterial ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, uint8 State ) | [] | |
UAnimationSharingManager::SetDebugMaterialForActor | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | AnimationSharing | static void SetDebugMaterialForActor ( [UAnimSharingInstance](API\Plugins\AnimationSharing\UAnimSharingInstance) * Data, uint32 ActorIndex, uint8 State ) | [] | |
UAnimationSharingManager::SetLeaderComponentsVisibility | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Sets the visibility of currently used Leader Pose Components | AnimationSharing | void SetLeaderComponentsVisibility ( bool bVisible ) | [] |
UAnimationSharingManager::GetScalabilitySettings | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Returns current scalability settings | AnimationSharing | const [FAnimationSharingScalability](API\Plugins\AnimationSharing\FAnimationSharingScalability) & GetScalabilitySettings() const | [] |
UAnimationSharingManager::SetMasterComponentsVisibility | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Deprecated* This member has been deprecated. Please use SetLeaderComponentsVisibility | AnimationSharing | void SetMasterComponentsVisibility ( bool bVisible ) | [] |
UAnimationSharingManager::SetupPerSkeletonData | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h | Populates all data required for a Skeleton setup | AnimationSharing | void SetupPerSkeletonData ( const [FPerSkeletonAnimationSharingSetup](API\Plugins\AnimationSharing\FPerSkeletonAnimationSharingSetu-) & SkeletonSetup ) | [] |
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