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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 )
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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 )
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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 )
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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 )
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UAnimationSharingManager::SetDebugMaterial
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
AnimationSharing
static void SetDebugMaterial ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, uint8 State )
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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 )
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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 )
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UAnimationSharingManager::GetScalabilitySettings
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Returns current scalability settings
AnimationSharing
const [FAnimationSharingScalability](API\Plugins\AnimationSharing\FAnimationSharingScalability) & GetScalabilitySettings() const
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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 )
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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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