description: BeginIAttributeBlendOperatoroverrides

code: virtual void Accumulate ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


description: Invoked when two or multiple sets of attribute container inputs are to be blended together

module: Engine

code: virtual void Blend ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


description: Invoked when two or multiple sets of attribute container inputs are to be blended together, using individual bone weights

code: virtual void BlendPerBone ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


description: Invoked when an attribute container is supposed to be made additive with regards to container B

code: virtual void ConvertToAdditive ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAdditiveAttributes ) const


description: Invoked to interpolate between two individual attribute type values, according to the provided alpha

code: virtual void Interpolate ( const void * FromData, const void * ToData, float Alpha, void * InOutData ) const


description: Invoked when an attribute container A is expected to override attributes in container B

code: virtual void Override ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


code: FNonBlendableAttributeBlendOperator ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct )


className: FNonBlendableAttributeBlendOperator

code: class FNonBlendableAttributeBlendOperator : public [UE::Anim::IAttributeBlendOperator](API\Runtime\Engine\Animation\IAttributeBlendOperator)

ScriptStructPtr

type: TWeakObjectPtr<...


className: FNonBlendableFloatAnimationAttribute

code: struct FNonBlendableFloatAnimationAttribute : public [FFloatAnimationAttribute](API\Runtime\Engine\Animation\FFloatAnimationAttribute)


className: FNonBlendableIntegerAnimationAttribute

code: struct FNonBlendableIntegerAnimationAttribute : public [FIntegerAnimationAttribute](API\Runtime\Engine\Animation\FIntegerAnimationAttribute)


code: struct FNonBlendableTransformAnimationAttribute : public [FTransformAnimationAttribute](API\Runtime\Engine\Animation\FTransformAnimationAttribute)


code: struct FNonBlendableQuaternionAnimationAttribute : public [FQuaternionAnimationAttribute](API\Runtime\Engine\Animation\FQuaternionAnimationAttribute)


className: FNonBlendableVectorAnimationAttribute

code: struct FNonBlendableVectorAnimationAttribute : public [FVectorAnimationAttribute](API\Runtime\Engine\Animation\FVectorAnimationAttribute)


className: FOnAllMontageInstancesEndedMCDelegate

description: Delegate for when all montage instances have ended.


className: FOnMontageBlendingOutStartedMCDelegate

description: bInterrupted = true if it was not property finished


className: FOnMontageStartedMCDelegate

description: Delegate for when Montage is started

code: class FOnMontageStartedMCDelegate


className: FParallelEvaluationData

code: struct FParallelEvaluationData

OutCurve

type: FBlendedHeapCur...

OutPose

type: FCompactPose&


className: FOnMontageEndedMCDelegate

code: class FOnMontageEndedMCDelegate


className: FPassedMarker

code: struct FPassedMarker

DeltaTimeWhenPassed

type: float

PassedMarkerName

type: FName


className: FPerBoneBlendWeight

code: struct FPerBoneBlendWeight

SourceIndex

description: Source index of the buffer.


className: FPerBoneBlendWeights

code: struct FPerBoneBlendWeights

BoneBlendWeights

type: TArray<FPerBon...


code: void Initialize ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )


className: FPerBoneInterpolation

code: struct FPerBoneInterpolation

BoneReference

type: FBoneReference

InterpolationSpeedPerSec

description: If greater than zero, this is the speed at which the sample weights are allowed to change for this specific bone.


className: FPlayMontageAnimNotifyDelegate

description: Delegate called by 'PlayMontageNotify' and 'PlayMontageNotifyWindow'

code: class FPlayMontageAnimNotifyDelegate


className: FPoseAssetInfluence

code: struct FPoseAssetInfluence


className: FPoseAssetInfluences

code: struct FPoseAssetInfluences

Influences

type: TArray<FPoseAs...


description: Is this pose expected to be additive.

code: bool ExpectsAdditivePose() const


description: Deprecated* This function will be made private. It should never be called externally, use the constructor instead.

code: void Initialize ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy )


code: void LogMessage ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, [FText](API\Runtime\Core\Internationalization\FText) InMessage ) const


description: Log evaluation message.

code: void LogMessage ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > & InMessage ) const


code: [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & operator= ( const [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Other )


description: This constructor allocates a new uninitialized pose for the specified anim instance.

code: FPoseContext ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy, bool bInExpectsAdditivePose )


description: This constructor allocates a new uninitialized pose, copying non-pose state from the source context.

code: FPoseContext ( const [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & SourceContext, bool bInOverrideExpectsAdditivePose )


className: FPoseContext

description: Evaluation context passed around during animation tree evaluation

code: struct FPoseContext : public [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext)

Curve

type: FBlendedCurve

Pose

type: FCompactPose

description: These Pose/Curve/Attributes are allocated using MemStack. You should not use it outside of stack.


code: FPoseCurve ( int32 InPoseIndex, [FName](API\Runtime\Core\UObject\FName) InName, float InValue )


description: Deprecated* Please use the constructor that takes anFName.

code: FPoseCurve ( int32 InPoseIndex, [SmartName::UID_Type](API\Runtime\Engine\UID_Type) InUID, float InValue )


className: FPoseCurve

description: Pose Curve container for extraction This is used by pose anim node Saves Name/PoseIndex/Value of the curve

code: struct FPoseCurve

Name

description: The name of the curve.

PoseIndex

description: PoseIndex of pose asset it's dealing with used to extract pose value fast

Value

description: Curve Value.


className: FPoseData

description: curve data is not compressed |

code: struct FPoseData

CurveData

type: TArray< float >

description: Of array match with # of Curves in PoseDataContainer


description: For StructOpsTypeTraits

code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: For StructOpsTypeTraits

code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FPoseDataContainer

description: Contains animation and curve for all poses

code: struct FPoseDataContainer


code: void Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


className: FPoseLink

description: A local-space pose link to another node

code: struct FPoseLink : public [FPoseLinkBase](API\Runtime\Engine\Animation\FPoseLinkBase)


description: Try to re-establish the linked node pointer.

code: void AttemptRelink ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & Context )


code: void CacheBones ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )


code: void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )


description: This only used by custom handlers, and it is advanced feature.


code: void Initialize ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )


code: void SetLinkNode ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * NewLinkNode )


description: This only used when dynamic linking other graphs to this one.

code: void SetDynamicLinkNode ( struct [FPoseLinkBase](API\Runtime\Engine\Animation\FPoseLinkBase) * InPoseLink )


code: void Update ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )


className: FPoseLinkBase

description: A pose link to another node

code: struct FPoseLinkBase

bProcessed

type: bool

description: Flag to prevent reentry when dealing with circular trees.

LinkedNode

description: The non serialized node pointer.

LinkID

description: Serialized link ID, used to build the non-serialized pointer map.

SourceLinkID

description: The source link ID, used for debug visualization.


className: FPoseSnapshot

description: A pose for a skeletal mesh

code: struct FPoseSnapshot

bIsValid

description: Whether the pose is valid

BoneNames

type: TArray<FName>

description: Array of bone names (corresponding to LocalTransforms)

LocalTransforms

type: TArray< FTransf...

description: Array of transforms per-bone

SkeletalMeshName

description: The name of the skeletal mesh that was used to take this snapshot

SnapshotName

description: The name for this snapshot


className: FPostEvaluateAnimEvent

code: class FPostEvaluateAnimEvent


description: Adds the given Name/Object to the PreviewAttachedObjects list. Allows us to recreate the attached objects later

code: void AddAttachedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AttachObject, [FName](API\Runtime\Core\UObject\FName) AttachPointName )


description: Adds the given Name/Object uniquely to the PreviewAttachedObjects list. Allows us to recreate the attached objects later

code: void AddUniqueAttachedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AttachObject, [FName](API\Runtime\Core\UObject\FName) AttachPointName )


description: Clears all the preview attached objects

code: void ClearAllAttachedObjects()


description: Const iterator creator for AttachedObjects


description: Iterator creator for AttachedObjects

code: TIterator CreateIterator()


description: Grab the asset (if any) attached at the place givenUObjector NULL if nothing is attached at that location.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAttachedObjectByAttachName ( [FName](API\Runtime\Core\UObject\FName) AttachName ) const


description: Returns the number of attached objects

code: int32 Num() const


description: Operator [] - pipes through to AttachedObjects

code: [FPreviewAttachedObjectPair](API\Runtime\Engine\Animation\FPreviewAttachedObjectPair) & operator[] ( int32 i )


code: const [FPreviewAttachedObjectPair](API\Runtime\Engine\Animation\FPreviewAttachedObjectPair) & operator[] ( int32 i ) const


description: Remove the given object from the attached list

code: void RemoveAttachedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToRemove, [FName](API\Runtime\Core\UObject\FName) AttachName )


description: Helper function to fix up attached objects after property deprecation


description: Helper function to remove invalid attached object references

code: int32 ValidatePreviewAttachedObjects()


className: FPreviewAssetAttachContainer

description: Component which deals with attaching assets

code: struct FPreviewAssetAttachContainer


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAttachedObject() const


code: void SetAttachedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


className: FPreviewAttachedObjectPair

description: This is a component used byUSkeletonandUSkeletalMeshto deal with attaching assets to sockets or bonesPreview items that are attached to the skeleton

code: struct FPreviewAttachedObjectPair

AttachedTo

description: The name of the attach point of the Object (for example a bone or socket name)


code: void Accumulate ( const [FQuaternionAnimationAttribute](API\Runtime\Engine\Animation\FQuaternionAnimationAttribute) & Attribute, float Weight, EAdditiveAnimationType AdditiveType )


description: RemoveAtSwap passthrough

code: void RemoveAtSwap ( int32 Index, int32 Count, bool bAllowShrinking )


code: void Interpolate ( const [FQuaternionAnimationAttribute](API\Runtime\Engine\Animation\FQuaternionAnimationAttribute) & Attribute, float Alpha )


code: [FQuaternionAnimationAttribute](API\Runtime\Engine\Animation\FQuaternionAnimationAttribute) Multiply ( const float Weight ) const


code: void MakeAdditive ( const [FQuaternionAnimationAttribute](API\Runtime\Engine\Animation\FQuaternionAnimationAttribute) & BaseAttribute )


className: FQuaternionAnimationAttribute

code: struct FQuaternionAnimationAttribute

Value

type: FQuat


code: FQueuedAsyncCompressionWork ( FDerivedDataAnimationCompression & InCompressor, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnim, const bool bInPerformFrameStripping )


className: FQueuedAsyncCompressionWork

description: An animation waiting to be compressed.

code: struct FQueuedAsyncCompressionWork

Anim

type: UAnimSequence&...

bPerformFrameStripping

type: const bool

Compressor

type: FDerivedDataAni...


code: FVectorEntry &40; const FVector & InVector &41;


className: FVectorEntry

code: struct FVectorEntry

Value

type: FVector


code: FQueuedMontageBlendingOutEvent ( class [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * InMontage, bool InbInterrupted, FOnMontageBlendingOutStarted InDelegate )


className: FQueuedMontageBlendingOutEvent

description: Helper struct to store a Queued Montage BlendingOut event.

code: struct FQueuedMontageBlendingOutEvent

Delegate

type: FOnMontageBlend...

Montage

type: TObjectPtr< cla...


className: FQueuedDrawDebugItem

code: struct FQueuedDrawDebugItem

type: union FQueuedDr...

AngleHeight

type: float

Color

type: FColor

DepthPriority

type: TEnumAsByte< ES...

Direction

type: FVectorEntry

ItemType

type: TEnumAsByte<ED...

Message

type: FString

Rotation

type: FRotator


code: FQueuedMontageEndedEvent ( class [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * InMontage, int32 InInstanceID, bool InbInterrupted, FOnMontageEnded InDelegate )


className: FQueuedMontageEndedEvent

description: Helper struct to store a Queued Montage Ended event.

code: struct FQueuedMontageEndedEvent

bInterrupted

type: bool

Delegate

type: FOnMontageEnded


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: SingleKeySize

code: static const uint32 SingleKeySize = sizeof(FVector3f) + sizeof(FQuat4f) + sizeof(FVector3f);


className: FRawAnimSequenceTrack

description: Raw keyframe data for one track.Each array will contain either NumFrames elements or 1 element. One element is used as a simple compression scheme where if all keys are the same, they'll be reduced to 1 key that is constant over the entire sequence.

code: struct FRawAnimSequenceTrack

PosKeys

type: TArray< FVector...

description: Position keys.

RotKeys

type: TArray< FQuat4f...

description: Rotation keys.

ScaleKeys

description: Scale keys.


description: Add new curve from the provided UID and return true if success bVectorInterpCurve == true, then it will create FVectorCuve, otherwise,FFloatCurve

code: bool AddCurveData ( const [FName](API\Runtime\Core\UObject\FName) & NewCurve, int32 CurveFlags, ERawCurveTrackTypes SupportedCurveType )


description: Deprecated* Please use AddCurveData that takes aFName.

code: bool AddCurveData ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & NewCurve, int32 CurveFlags, ERawCurveTrackTypes SupportedCurveType )


description: Add new float curve from the given UID if not existing and add the key with time/value

code: void AddFloatCurveKey ( const [FName](API\Runtime\Core\UObject\FName) & NewCurve, int32 CurveFlags, float Time, float Value )


description: Deprecated* Please use AddFloatCurveKey that takes aFName.

code: void AddFloatCurveKey ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & NewCurve, int32 CurveFlags, float Time, float Value )


description: Delete all curve data

code: void DeleteAllCurveData ( ERawCurveTrackTypes SupportedCurveType )


description: Delete curve data

code: bool DeleteCurveData ( const [FName](API\Runtime\Core\UObject\FName) & CurveToDelete, ERawCurveTrackTypes SupportedCurveType )


description: Deprecated* Please use DeleteCurveData that takes aFName.

code: bool DeleteCurveData ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & CurveToDelete, ERawCurveTrackTypes SupportedCurveType )


description: Duplicate curve data

code: bool DuplicateCurveData ( const [FName](API\Runtime\Core\UObject\FName) & CurveToCopy, const [FName](API\Runtime\Core\UObject\FName) & NewCurve, ERawCurveTrackTypes SupportedCurveType )


description: Deprecated* Please use DuplicateCurveData that takes FNames as curve parameters.

code: bool DuplicateCurveData ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & CurveToCopy, const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & NewCurve, ERawCurveTrackTypes SupportedCurveType )


description: Clear all keys

code: void Empty()


description: return true if curve exists, false otherwise

code: void EvaluateCurveData ( [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & Curves, float CurrentTime ) const


description: Since we don't care about blending, we just change this decoration to OutCurves  : Fix this if we're saving vectorcurves and blending

code: void EvaluateTransformCurveData ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), FTransform > & OutCurves, float CurrentTime, float BlendWeight ) const


description: Find curve data based on the curve UID

code: [FAnimCurveBase](API\Runtime\Engine\Animation\FAnimCurveBase) * GetCurveData ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) Uid, ERawCurveTrackTypes SupportedCurveType )


description: Deprecated* Please use GetCurveData that takes anFName.

code: const [FAnimCurveBase](API\Runtime\Engine\Animation\FAnimCurveBase) * GetCurveData ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) Uid, ERawCurveTrackTypes SupportedCurveType ) const


description: Find curve data based on the curve name

code: [FAnimCurveBase](API\Runtime\Engine\Animation\FAnimCurveBase) * GetCurveData ( [FName](API\Runtime\Core\UObject\FName) Name, ERawCurveTrackTypes SupportedCurveType )


description: Find curve data based on the curve UID

code: const [FAnimCurveBase](API\Runtime\Engine\Animation\FAnimCurveBase) * GetCurveData ( [FName](API\Runtime\Core\UObject\FName) Name, ERawCurveTrackTypes SupportedCurveType ) const


description: This allows loading data that was saved between VER_UE4_SKELETON_ADD_SMARTNAMES andFFrameworkObjectVersion::SmartNameRefactor.

code: void PostSerializeFixup ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void RemoveRedundantKeys ( float Tolerance, [FFrameRate](API\Runtime\Core\Misc\FFrameRate) SampleRate )


description: Deprecated* This function is no longer used

code: void RefreshName ( const [FSmartNameMapping](API\Runtime\Engine\Animation\FSmartNameMapping) * NameMapping, ERawCurveTrackTypes SupportedCurveType )


className: FRawSkinWeight

description: Editor only skin weight representation

code: struct FRawSkinWeight

InfluenceBones

type: FBoneIndexType[...

description: MAX_TOTAL_INFLUENCES for now.


description: Resize curve length. If longer, it doesn't do any. If shorter, remove previous keys and add new key to the end of the frame.

code: void Resize ( float TotalLength, bool bInsert, float OldStartTime, float OldEndTime )


className: FRawCurveTracks

description: Raw Curve data for serialization

code: struct FRawCurveTracks

FloatCurves

type: TArray<FFloatC...

TransformCurves

type: TArray<FTransf...

description: : TransformCurves are used to edit additive animation in editor.

VectorCurves

type: TArray<FVector...

description: : Currently VectorCurves are not evaluated or used for anything else but transient data for modifying bone track Note that it doesn't have UPROPERTY tag yet.


className: FReferencePose

description: This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set.

code: struct FReferencePose

PoseName

type: FName

ReferencePose

type: TArray< FTransf...

SourceReferenceMesh

type: TSoftObjectPtr<...


description: Frame stripping initialization funcs (allow stripping per platform)

code: void InitFrameStrippingFromCVar()


code: void InitFrameStrippingFromPlatform()


code: FRequestAnimCompressionParams ( bool bInAsyncCompression, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAnimCompressContext](API\Runtime\Engine\Animation\FAnimCompressContext) > InCompressContext )


description: Constructors.

code: FRequestAnimCompressionParams ( bool bInAsyncCompression, bool bInAllowAlternateCompressor, bool bInOutput, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * )


className: FRequestAnimCompressionParams

description: Param structure for UAnimSequence::RequestAnimCompressionParams

code: struct FRequestAnimCompressionParams

bAsyncCompression

description: Is the compression to be performed Async.

bPerformFrameStripping

description: Should we attempt to do framestripping (removing every other frame from raw animation tracks)

description: If false we only perform frame stripping on even numbered frames (as a quality measure)

CompressContext

type: TSharedPtr<FAn...

description: Compression context.

TargetPlatform

type: constITargetPl...


code: void AddTrackedBone ( [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) CompactBoneIndex, int32 SkeletonBoneIndex ) const


code: FRetargetingScope ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSourceSkeleton, [FCompactPose](API\Runtime\Engine\FCompactPose) & ToRetargetPose, const [DataModel::FEvaluationContext](API\Runtime\Engine\Animation\AnimData\FEvaluationContext) & InEvaluationContext )


code: FRetargetTracking ( const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) InPoseBoneIndex, const int32 InSkeletonBoneIndex )


className: FRetargetingScope

code: struct FRetargetingScope


className: FRetargetTracking

code: struct FRetargetTracking

PoseBoneIndex

type: constFCompactP...

SkeletonBoneIndex

type: const int32


className: FRigConfiguration

code: struct FRigConfiguration

BoneMappingTable

type: TArray<FNameMa...


code: FRootMotionExtractionStep ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSequence, float InStartPosition, float InEndPosition )


className: FRootMotionExtractionStep

description: Struct defining a RootMotionExtractionStep. When extracting RootMotion we can encounter looping animations (wrap around), or different animations. We break those up into different steps, to help with RootMotion extraction, as we can only extract a contiguous range per AnimSequence.

code: struct FRootMotionExtractionStep

AnimSequence

type: TObjectPtr<UAn...

description: AnimSequence ref

EndPosition

type: float

description: End position to extract root motion to.

StartPosition

description: Start position to extract root motion from.


code: void Accumulate ( const FTransform & InTransform )


code: void Accumulate ( const [FRootMotionMovementParams](API\Runtime\Engine\Animation\FRootMotionMovementParams) & MovementParams )


code: void AccumulateWithBlend ( const FTransform & InTransform, float InBlendWeight )


code: void AccumulateWithBlend ( const [FRootMotionMovementParams](API\Runtime\Engine\Animation\FRootMotionMovementParams) & MovementParams, float InBlendWeight )


code: [FRootMotionMovementParams](API\Runtime\Engine\Animation\FRootMotionMovementParams) ConsumeRootMotion ( float Alpha )


code: const FTransform & GetRootMotionTransform() const


className: RootMotionScale

code: static FVector RootMotionScale;


code: [FRootMotionMovementParams](API\Runtime\Engine\Animation\FRootMotionMovementParams) & operator= ( const [FRootMotionMovementParams](API\Runtime\Engine\Animation\FRootMotionMovementParams) & Other )


code: void ScaleRootMotionTranslation ( float TranslationScale )


code: void Set ( const FTransform & InTransform )


description: Copy/Move constructors and assignment operator added for deprecation support Could be removed once RootMotionTransform is made private

code: FRootMotionMovementParams ( const [FRootMotionMovementParams](API\Runtime\Engine\Animation\FRootMotionMovementParams) & Other )


code: FRootMotionMovementParams ( const [FRootMotionMovementParams](API\Runtime\Engine\Animation\FRootMotionMovementParams) && Other )


className: FRootMotionMovementParams

description: Utility struct to accumulate root motion.

code: struct FRootMotionMovementParams

bHasRootMotion

type: bool


code: void ResetRootBoneForRootMotion ( FTransform & BoneTransform, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) const


code: FRootMotionReset ( bool bInEnableRootMotion, [ERootMotionRootLock::Type](API\Runtime\Engine\Animation\ERootMotionRootLock__Type) InRootMotionRootLock, bool bInForceRootLock, FTransform InAnimFirstFrame, bool bInIsValidAdditive )


className: FRootMotionReset

code: struct FRootMotionReset

AnimFirstFrame

type: FTransform

RootMotionRootLock

type: ERootMotionRoot...


className: FRotationTrack

description: Keyframe rotation data for one track. Rot(i) occurs at Time(i).Rot.Num()always equalsTime.Num().

code: struct FRotationTrack

RotKeys

type: TArray< FQuat4f...

Times

type: TArray< float >


code: void ApplyDefaultOverride ( [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) * Buffer ) const


code: void ApplyOverrides ( [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) * OverrideBuffer, const uint8 * DataBuffer, const int32 NumVerts ) const


className: FSkinWeightOverrideInfo

description: Structure containing per Skin Weight offset and length

code: struct FSkinWeightOverrideInfo

InfluencesOffset

description: Offset into FRuntimeSkinWeightOverrideData.Weights


className: FRuntimeSkinWeightProfileData

description: Runtime structure containing the set of override weights and the associated vertex indices

code: struct FRuntimeSkinWeightProfileData

BoneIDs

type: TArray< uint8 >

description: Either contains FBoneIndexType or uint8 bone indices.

VertexIndexToInfluenceOffset

type: TMap< uint32, u...

description: Map between Vertex Indices and the influence offset into BoneIDs/BoneWeights (DEPRECATED and entries of OverridesInfo)


className: FScaleTrack

description: Keyframe scale data for one track. Scale(i) occurs at Time(i).Rot.Num()always equalsTime.Num().

code: struct FScaleTrack

ScaleKeys

type: TArray< FVector...


code: FScopedAnimNodeTracker ( [FAnimNodeTracker](API\Runtime\Engine\Animation\FAnimNodeTracker) * InTracker, [FAnimNodeTracker::FKey](API\Runtime\Engine\Animation\FAnimNodeTracker\FKey) InKey )


className: FScopedAnimNodeTracker

description: DEPRECATED - This system is now supplanted byUE::Anim::FMessageStack- Helper RAII object to cleanup a node added to the node tracker

code: class FScopedAnimNodeTracker


code: FScopedCompressionGuard ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSequence )


code: FScopedExpectsAdditiveOverride ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & InContext, bool bInExpectsAdditive )


className: FScopedCompressionGuard

description: RAII helper to temporarily block Animation compression requests for specified AnimationSequence.

code: struct FScopedCompressionGuard


className: FScopedExpectsAdditiveOverride

description: Helper for modifying and resetting ExpectsAdditivePose on aFPoseContext.

code: class FScopedExpectsAdditiveOverride


description: Helper functions.

code: void PushMessage ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & InContext, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IGraphMessage](API\Runtime\Engine\Animation\IGraphMessage) > InMessage, [FName](API\Runtime\Core\UObject\FName) InMessageType )


code: FScopedGraphMessage ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & InContext )


className: FScopedGraphMessage

description: Base helper class.

code: struct FScopedGraphMessage

MessageType

type: FName

description: The type of the message we pushed.

SharedContext

type: FAnimationUpdat...

description: Shared context that we push messages into.


code: FScopedGraphTag ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & InContext, [FName](API\Runtime\Core\UObject\FName) InTag )


className: FScopedGraphTag

description: Pushes a simple tag onto the shared context stack.

code: struct FScopedGraphTag


className: FSetProfileRequest

description: Describes a single skin weight profile request

code: struct FSetProfileRequest

Callback

type: FRequestFinishe...

description: Called when the profile request has finished and data is ready (called from GT only)

IdentifyingObject

type: TWeakObjectPtr<...

description: WeakUObjectthat is responsible for this request

LODIndices

type: TArray< int32 >

description: LOD Indices to load the profile for

ProfileName

description: Name of the skin weight profile to be loaded

WeakSkeletalMesh

description: Weak skeletal mesh for which the skin weight profile is to be loaded


className: FSkeletalMeshModelVertexAttribute

description: Editor-only representation, stored inFSkeletalMeshLODModel

ComponentCount

description: The per vertex component count. Only a range of 1-4 is allowed.

DataType

type: ESkeletalMeshVe...

description: How the data should be encoded for rendering

Values

description: The per-vertex value data, where each vertex has ComponentCount number of values.


description: Returns the name to use for this attribute when


description: Returns true if this attribute is enabled for rendering on this platform

code: bool IsEnabledForRender() const


className: FSkeletalMeshVertexAttributeInfo

description: A structure to store user-controllable settings for attributes

code: struct FSkeletalMeshVertexAttributeInfo

DataType

description: The data type to store the vertex data as for rendering

EnabledForRender

type: FPerPlatformBoo...

description: Whether this vertex attribute should be included in the render data.

Name

description: The name of the vertex attribute


code: bool AddAttribute ( const [FName](API\Runtime\Core\UObject\FName) InName, const ESkeletalMeshVertexAttributeDataType InDataType, const int32 InNumVertices, const int32 InComponentCount, const [TArray](API\Runtime\Core\Containers\TArray)< float > & InValues )


code: [FSkeletalMeshAttributeVertexBuffer](API\Runtime\Engine\Rendering\FSkeletalMeshAttributeVertexBuff-) * GetAttributeBuffer ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Void SerializeMetaData(FArchive& Ar);

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FSkeletalMeshVertexAttributeRenderData


description: Compose this remapping with another remapping in place. The other remapping's source skeleton must match this remapping's target skeleton. The result will map from this remapping's source skeleton to the other remapping's target skeleton

code: void ComposeWith ( const [FSkeletonRemapping](API\Runtime\Engine\Animation\FSkeletonRemapping) & OtherSkeletonRemapping )


description: Deprecated* This function is no longer used

code: void GenerateCurveMapping()


code: const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [USkeleton](API\Runtime\Engine\Animation\USkeleton) > & GetSourceSkeleton() const


description:
Get the source skeleton bone index that corresponds to the specified bone on the target skeleton
Skeleton bone index on the source skeleton (or INDEX_NONE)

code: int32 GetSourceSkeletonBoneIndex ( int32 TargetSkeletonBoneIndex ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [SmartName::UID_Type](API\Runtime\Engine\UID_Type) > & GetSourceToTargetCurveMapping() const


code: const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [USkeleton](API\Runtime\Engine\Animation\USkeleton) > & GetTargetSkeleton() const


description: Check whether this mapping is valid - whether the source and target hierarchies still exist

code: bool IsValid() const


description: Refreshes the mapping. Empties mapping arrays and regenerates them against the stored skeletons.

code: void RegenerateMapping()


description: Check to see if a reference pose retarget is required between the source & target hierarchies


description:
Get the specified additive transform retargeted from the source skeleton onto the target skeleton, corrected for differences between source and target rest poses
Transform mapped onto the target skeleton

code: FTransform RetargetAdditiveTransformToTargetSkeleton ( int32 TargetSkeletonBoneIndex, const FTransform & SourceTransform ) const


description:
Get the specified additive translation retargeted from the source skeleton onto the target skeleton, corrected for differences between source and target rest poses
Translation mapped onto the target skeleton

code: FVector RetargetAdditiveTranslationToTargetSkeleton ( int32 TargetSkeletonBoneIndex, const FVector & SourceTranslation ) const


description:
Get the specified additive rotation retargeted from the source skeleton onto the target skeleton, corrected for differences between source and target rest poses
Rotation mapped onto the target skeleton

code: FQuat RetargetAdditiveRotationToTargetSkeleton ( int32 TargetSkeletonBoneIndex, const FQuat & SourceRotation ) const


description:
Get the specified bone rotation retargeted from the source skeleton onto the target skeleton, corrected for differences between source and target rest poses
Rotation mapped onto the target skeleton

code: FQuat RetargetBoneRotationToTargetSkeleton ( int32 TargetSkeletonBoneIndex, const FQuat & SourceRotation ) const


description:
Get the specified bone transform retargeted from the source skeleton onto the target skeleton, corrected for differences between source and target rest poses
Transform mapped onto the target skeleton

code: FTransform RetargetBoneTransformToTargetSkeleton ( int32 TargetSkeletonBoneIndex, const FTransform & SourceTransform ) const


description:
Get the target skeleton bone index that corresponds to the specified bone on the source skeleton
Skeleton bone index on the target skeleton (or INDEX_NONE)

code: int32 GetTargetSkeletonBoneIndex ( int32 SourceSkeletonBoneIndex ) const


description:
Get the specified bone translation retargeted from the source skeleton onto the target skeleton, corrected for differences between source and target rest poses
Translation mapped onto the target skeleton

code: FVector RetargetBoneTranslationToTargetSkeleton ( int32 TargetSkeletonBoneIndex, const FVector & SourceTranslation ) const


code: FSkeletonRemapping ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSourceSkeleton, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InTargetSkeleton )


className: FSkeletonRemapping

code: struct FSkeletonRemapping


className: FWeakSkeletonPair

code: typedef TPair< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [USkeleton](API\Runtime\Engine\Animation\USkeleton) >, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [USkeleton](API\Runtime\Engine\Animation\USkeleton) >> FWeakSkeletonPair


description: Access the global registry.

code: static [FSkeletonRemappingRegistry](API\Runtime\Engine\Animation\FSkeletonRemappingRegistry) & Get()


description: Get a mapping between a source and target skeleton, built on demand Remapping is only valid locally to this call and could be free'd later (they are stored as shared ptrs) Do not assume ownership of the mapping after this call.

code: const [FSkeletonRemapping](API\Runtime\Engine\Animation\FSkeletonRemapping) & GetRemapping ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSourceSkeleton, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InTargetSkeleton )


description: Refresh any existing mappings that the supplied skeleton is used with.

code: void RefreshMappings ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton )


className: FSkeletonRemappingRegistry

description: Global registry of skeleton remappings Remappings are created on-demand when calling GetRemapping. Calling public functions from multiple threads is expected. Data races are guarded by a FRWLock.

code: class FSkeletonRemappingRegistry


className: FSkeletonToMeshLinkup

description: This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set.

code: struct FSkeletonToMeshLinkup

MeshToSkeletonTable

description: Mapping table.

SkeletonToMeshTable

description: Mapping table.


className: FSkinWeightProfileInfo

description: Structure storing user facing properties, and is used to identify profiles at the SkeletalMesh level

code: struct FSkinWeightProfileInfo

DefaultProfile

description: Whether or not this Profile should be considered the Default loaded for specific LODs rather than the original Skin Weights of the Skeletal Mesh

DefaultProfileFromLODIndex

type: FPerPlatformInt

description: When DefaultProfile is set any LOD below this LODIndexwill override the Skin Weights of the Skeletal Mesh with the Skin Weights from this Profile

Name

description: Name of the Skin Weight Profile

PerLODSourceFiles

type: TMap< int32,FS...


code: void CancelSkinWeightProfileRequest ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Requester )


code: void CleanupRequest ( const [FSetProfileRequest](API\Runtime\Engine\Animation\FSetProfileRequest) & Request )


code: void DoTick ( float DeltaTime, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


code: static [FSkinWeightProfileManager](API\Runtime\Engine\Animation\FSkinWeightProfileManager) * Get ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description:
Used to determine if an object should be ticked when the game is paused. Defaults to false, as that mimics old behavior.
true if it should be ticked when paused, false otherwise

code: virtual bool IsTickableWhenPaused() const


code: static void OnPreWorldFinishDestroy ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: static void OnWorldBeginTearDown ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: static void OnWorldCleanup ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bSessionEnded, bool bCleanupResources )


code: static void OnWorldInit ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) IVS )


code: void RequestSkinWeightProfile ( [FName](API\Runtime\Core\UObject\FName) InProfileName, [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * SkinnedAsset, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Requester, FRequestFinished & Callback, int32 LODIndex )


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


className: WorldManagers

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UWorld](API\Runtime\Engine\Engine\UWorld) *, [FSkinWeightProfileManager](API\Runtime\Engine\Animation\FSkinWeightProfileManager) * > WorldManagers;


code: FSkinWeightProfileManager ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual ~FSkinWeightProfileManager()


code: void DoTask ( [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


className: FSkinWeightProfileManager

code: class FSkinWeightProfileManager : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)

AsyncTask

type: FGraphEventRef

CanceledRequest

type: TArray<FSetPro...

FSkinWeightProfileManagerAsyncTask

type: friend

PendingMeshes

type: TMap<TWeakObje...

TickFunction

type: FSkinWeightProf...


code: FSkinWeightProfileManagerAsyncTask ( [FSkinWeightProfileManager](API\Runtime\Engine\Animation\FSkinWeightProfileManager) * InOwner )


className: FSkinWeightProfileManagerAsyncTask

description: Async task handling the skin weight buffer generation


description: Function to give a 'context' for this tick, used for grouped active tick reporting

code: virtual [FName](API\Runtime\Core\UObject\FName) DiagnosticContext ( bool bDetailed )


description: Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph


description: Abstract function actually execute the tick.

code: virtual void ExecuteTick ( float DeltaTime, ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


className: FSkinWeightProfileManagerTickFunction

code: struct FSkinWeightProfileManagerTickFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)


code: [FRuntimeSkinWeightProfileData](API\Runtime\Engine\Animation\FRuntimeSkinWeightProfileData) & AddOverrideData ( const [FName](API\Runtime\Core\UObject\FName) & ProfileName )


code: void ApplyOverrideProfile ( [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) * OverrideBuffer, const [FName](API\Runtime\Core\UObject\FName) & ProfileName )


code: void ClearDynamicDefaultSkinWeightProfile ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LODIndex )


code: bool ContainsOverrideBuffer ( const [FName](API\Runtime\Core\UObject\FName) & ProfileName ) const


code: bool ContainsProfile ( const [FName](API\Runtime\Core\UObject\FName) & ProfileName ) const


code: void CreateRHIBuffers_RenderThread ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), [FSkinWeightRHIInfo](API\Runtime\Engine\Rendering\FSkinWeightRHIInfo) >> & OutBuffers )


code: void CreateRHIBuffers_Async ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), [FSkinWeightRHIInfo](API\Runtime\Engine\Rendering\FSkinWeightRHIInfo) >> & OutBuffers )


code: template<bool bRenderThread> void CreateRHIBuffers_Internal ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), [FSkinWeightRHIInfo](API\Runtime\Engine\Rendering\FSkinWeightRHIInfo) >> & OutBuffers )


className: FOnPickOverrideSkinWeightProfile

code: typedef TBaseDelegate_ThreeParams< int32, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) *, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FSkinWeightProfileInfo](API\Runtime\Engine\Animation\FSkinWeightProfileInfo) >, int32 > FOnPickOverrideSkinWeightProfile


code: [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) * GetDefaultOverrideBuffer() const


code: [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) * GetOverrideBuffer ( const [FName](API\Runtime\Core\UObject\FName) & ProfileName ) const


code: const [FRuntimeSkinWeightProfileData](API\Runtime\Engine\Animation\FRuntimeSkinWeightProfileData) * GetOverrideData ( const [FName](API\Runtime\Core\UObject\FName) & ProfileName ) const


code: void Init ( [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) * InBaseBuffer )


code: void InitialiseProfileBuffer ( const [FName](API\Runtime\Core\UObject\FName) & ProfileName )


code: void InitRHIForStreaming ( const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), [FSkinWeightRHIInfo](API\Runtime\Engine\Rendering\FSkinWeightRHIInfo) >> & IntermediateBuffers, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: bool IsDataReadbackFinished() const


code: bool IsGPUReadbackFinished() const


code: bool IsDataReadbackPending() const


code: void ReleaseBuffer ( const [FName](API\Runtime\Core\UObject\FName) & ProfileName, bool bForceRelease )


code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: void SerializeMetaData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetDynamicDefaultSkinWeightProfile ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LODIndex, bool bSerialization )


className: FSkinWeightProfilesData

description: Runtime structure for keeping track of skin weight profile(s) and the associated buffer

code: struct FSkinWeightProfilesData

BaseBuffer

type: FSkinWeightVert...

bDefaultOverriden

type: bool

OverrideData

type: TMap<FName,FR...

ProfileNameToBuffer

type: TMap<FName,FS...

ReadbackData

type: FSkinweightRead...


className: FSkinweightReadbackData

code: struct FSkinweightReadbackData

BufferReadback

type: TUniquePtr<FRH...

type: TArray< uint8 >


className: FSlotAnimationTrack

description: Each slot data referenced by Animation Slot contains slot name, and animation data

code: struct FSlotAnimationTrack

AnimTrack

type: FAnimTrack

SlotName

type: FName


code: [FSlotEvaluationPose](API\Runtime\Engine\Animation\FSlotEvaluationPose) & operator= ( const [FSlotEvaluationPose](API\Runtime\Engine\Animation\FSlotEvaluationPose) & InEvaluationPose )


code: FSlotEvaluationPose ( [FSlotEvaluationPose](API\Runtime\Engine\Animation\FSlotEvaluationPose) && InEvaluationPose )


code: FSlotEvaluationPose ( const [FSlotEvaluationPose](API\Runtime\Engine\Animation\FSlotEvaluationPose) & InEvaluationPose )


code: FSlotEvaluationPose ( float InWeight, EAdditiveAnimationType InAdditiveType )


className: FSlotInertializationRequest

code: typedef TPair< float, const [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * > FSlotInertializationRequest


className: FSlotEvaluationPose

description: Helper struct for Slot node pose evaluation.

code: struct FSlotEvaluationPose

AdditiveType

type: TEnumAsByte< EA...

description: Type of additive for pose

Curve

type: FBlendedCurve

Pose

type: FCompactPose

description: These Pose/Curve is stack allocator. You should not use it outside of stack.

Weight

type: float

description: Weight of pose


className: FSlotNodeWeightInfo

description: Slot node weight information - this is transient data that is used by slot node

code: struct FSlotNodeWeightInfo

SlotNodeWeight

description: Weight of Slot Node. Determined by Montages weight playing on this slot

SourceWeight

description: Weight of Source Branch.

TotalNodeWeight

description: Total Weight of Slot Node.


description: Deprecated*FSmartNamefunctions are no longer used.

code: bool IsValid() const


code: bool operator== ( [FSmartName](API\Runtime\Engine\Animation\FSmartName) const & Other ) const


code: bool operator!= ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & Other ) const


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FSmartName ( const [FName](API\Runtime\Core\UObject\FName) & InDisplayName, [SmartName::UID_Type](API\Runtime\Engine\UID_Type) InUID )


className: FSmartName

code: struct FSmartName

DisplayName

description: Name

UID

description: SmartName::UID_Type- for faster access.


description: Deprecated*FSmartNameContainerfunctions are no longer used.

code: [FSmartNameMapping](API\Runtime\Engine\Animation\FSmartNameMapping) * AddContainer ( [FName](API\Runtime\Core\UObject\FName) NewContainerName )


code: const [FSmartNameMapping](API\Runtime\Engine\Animation\FSmartNameMapping) * GetContainer ( [FName](API\Runtime\Core\UObject\FName) ContainerName ) const


code: [FSmartNameMapping](API\Runtime\Engine\Animation\FSmartNameMapping) * GetContainerInternal ( const [FName](API\Runtime\Core\UObject\FName) & ContainerName )


code: const [FSmartNameMapping](API\Runtime\Engine\Animation\FSmartNameMapping) * GetContainerInternal ( const [FName](API\Runtime\Core\UObject\FName) & ContainerName ) const


code: void PostLoad()


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bIsTemplate )


className: FSmartNameContainer

code: struct FSmartNameContainer


description: Deprecated*FSmartNameMappingfunctions are no longer used.

code: [FSmartName](API\Runtime\Engine\Animation\FSmartName) AddName ( [FName](API\Runtime\Core\UObject\FName) InName )


code: bool Exists ( const [SmartName::UID_Type](API\Runtime\Engine\UID_Type) & Uid ) const


code: bool Exists ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


code: void FillCurveTypeArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimCurveType](API\Runtime\Engine\Animation\FAnimCurveType) > & Array ) const


code: void FillNameArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Array ) const


code: void FillUidArray ( [TArray](API\Runtime\Core\Containers\TArray)< [SmartName::UID_Type](API\Runtime\Engine\UID_Type) > & Array ) const


code: void FillUIDToCurveTypeArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimCurveType](API\Runtime\Engine\Animation\FAnimCurveType) > & Array ) const


code: void FillUIDToNameArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Array ) const


code: bool FindSmartName ( [FName](API\Runtime\Core\UObject\FName) Name, [FSmartName](API\Runtime\Engine\Animation\FSmartName) & OutName ) const


code: bool FindSmartNameByUID ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) UID, [FSmartName](API\Runtime\Engine\Animation\FSmartName) & OutName ) const


code: [SmartName::UID_Type](API\Runtime\Engine\UID_Type) FindUID ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


code: [FCurveMetaData](API\Runtime\Engine\Animation\FCurveMetaData) * GetCurveMetaData ( [FName](API\Runtime\Core\UObject\FName) CurveName )


code: const [FCurveMetaData](API\Runtime\Engine\Animation\FCurveMetaData) * GetCurveMetaData ( [FName](API\Runtime\Core\UObject\FName) CurveName ) const


code: bool GetName ( const [SmartName::UID_Type](API\Runtime\Engine\UID_Type) & Uid, [FName](API\Runtime\Core\UObject\FName) & OutName ) const


code: void InitializeCurveMetaData ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )


code: void Iterate ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const struct [FSmartNameMappingIterator](API\Runtime\Engine\Animation\FSmartNameMappingIterator) &Iterator)> Callback ) const


code: bool Remove ( const [SmartName::UID_Type](API\Runtime\Engine\UID_Type) & Uid )


code: bool Remove ( const [FName](API\Runtime\Core\UObject\FName) & Name )


code: bool Rename ( const [SmartName::UID_Type](API\Runtime\Engine\UID_Type) & Uid, [FName](API\Runtime\Core\UObject\FName) NewName )


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FSmartNameMapping

description: DEPRECATED - smart names and their mappings are no longer used.

code: struct FSmartNameMapping


description: Deprecated*FSmartNameMappingIteratorfunctions are no longer used.

code: const [FCurveMetaData](API\Runtime\Engine\Animation\FCurveMetaData) * GetCurveMetaData() const


code: bool GetName ( [FName](API\Runtime\Core\UObject\FName) & OutCurveName ) const


className: FSmartNameMappingIterator

description: No constructors are accessible with public or protected access.

code: struct FSmartNameMappingIterator


code: template<typename poseType> FTransform GetAnimatedSocketTransform ( struct [FCSPose](API\Runtime\Engine\FCSPose)< poseType > & InPose ) const


description: There are subtle difference between this two IsValid function First one says the configuration had a valid socket as mesh index is valid Second one says the current bonecontainer doesn't contain it, meaning the current LOD is missing the joint that is required to evaluate Although the expected behavior is ambiguous, I'll still split these two, and use it accordingly

code: bool HasValidSetup() const


code: void InitializeSocketInfo ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy )


code: void InitialzeCompactBoneIndex ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


code: FSocketReference ( const [FName](API\Runtime\Core\UObject\FName) & InSocketName )


className: FSocketReference

code: struct FSocketReference

SocketName

description: Target socket to look at.


className: FStackAttributeContainerAccessor

code: struct FStackAttributeContainerAccessor : public [UE::Anim::TAttributeContainerAccessor< FCompactPoseBoneIndex, FAnimStackAllocator >](API\Runtime\Engine\Animation\TAttributeContainerAccessor)


className: FStackAttributeContainer

code: struct FStackAttributeContainer : public [UE::Anim::TAttributeContainer< FCompactPoseBoneIndex, FAnimStackAllocator >](API\Runtime\Engine\Animation\TAttributeContainer)


code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindNodeFromStateIndex ( int32 StateIndex ) const


code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindNodeFromTransitionIndex ( int32 TransitionIndex ) const


className: FStateAliasTransitionStateIndexPair


className: FStateMachineDebugData

description: This structure represents debugging information for a single state machine.

code: struct FStateMachineDebugData

MachineIndex

description: Indexof this machine in the StateMachines array.

MachineInstanceNode

type: TWeakObjectPtr<...

description: The animation node that leads into this state machine (A3 only)

NodeToStateIndex

description: Map from state nodes to their state entry in a state machine.

NodeToTransitionIndex

type: TMultiMap<TWea...

description: Transition nodes may be associated w/ multiple transition indicies when the source state is an alias.

StateAliasNodeToTransitionStatePairs

description: Mapping between an alias and any transition indices it might be associated to (Both as source and target).

StateIndexToNode

type: TMap< int32,TW...


code: FStateMachineStateDebugData ( int32 InStateMachineIndex, int32 InStateIndex, float InWeight, float InElapsedTime )


className: FStateMachineStateDebugData

description: Represents the debugging information for a single state within a state machine.

code: struct FStateMachineStateDebugData

ElapsedTime

description: The time that this state has been active (only valid if this is the current state)

StateIndex

description: The index of the state.

StateMachineIndex

description: The index of the state machine.

Weight

description: The last recorded weight for this state.


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UAnimStreamable](API\Runtime\Engine\Animation\UAnimStreamable) * Owner )


className: FStreamableAnimPlatformData

code: class FStreamableAnimPlatformData

Chunks

type: TArray<FAnimSt...


description: Kicks off any pending requests

code: void BeginPendingRequests ( const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndicesToLoad, const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndicesToFree )


description:
Blocks till all pending requests are fulfilled.
Return true if there are no requests left in flight, false if the time limit was reached before they were finished.

code: bool BlockTillAllRequestsFinished ( float TimeLimit )


description: Frees streaming animation data resources, blocks pending async IO requests.

code: void FreeResources()


description: Return the number of bytes used.

code: SIZE_T GetMemorySize() const


description:
Checks whether the requested chunk indices differ from those loaded
Whether any changes to loaded chunks are required

code: bool HasPendingRequests ( [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndicesToLoad, [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndicesToFree ) const


description: Sets up the streaming wave data and loads the first chunk of animation for instant play

code: bool Initialize ( [UAnimStreamable](API\Runtime\Engine\Animation\UAnimStreamable) * InStreamableAnim, [FAnimationStreamingManager](API\Runtime\Engine\Animation\FAnimationStreamingManager) * InAnimationStreamingManager )


description:
Updates the streaming status of the animation and performs finalization when appropriate. The function returns true while there are pending requests in flight and updating needs to continue.
true if there are requests in flight, false otherwise

code: bool UpdateStreamingStatus()


description: Don't allow copy construction as it could free shared memory.

code: FStreamingAnimationData &40; const FStreamingAnimationData & that &41;


className: FStreamingAnimationData

description: Contains everything that will be needed by a Streamable Anim that's streaming in data

code: struct FStreamingAnimationData

AnimationStreamingManager

type: FAnimationStrea...

description: Ptr to owning animation streaming manager.

LoadedChunkIndices

type: TArray< uint32 ...

description: Indices of chunks that are currently loaded

LoadedChunks

type: TArray<FLoaded...

description: Contains pointers to Chunks of animation data that have been streamed in

LoadedChunksCritcalSection

type: FCriticalSectio...

StreamableAnim

type: UAnimStreamable...

description: AnimStreamable this streaming data is for


className: FStringAnimationAttribute

description: Attribute type supporting the legacy TVariantattributes

code: struct FStringAnimationAttribute

Value

type: FString


className: FTimecodeCustomAttributeNameSettings

description: Settings that identify the names of custom attributes that represent the individual components of a timecode and a subframe along with a take name.

FrameAttributeName

description: Name of the custom attribute representing the frame component of a timecode.

HourAttributeName

description: Name of the custom attribute representing the hour component of a timecode.

MinuteAttributeName

description: Name of the custom attribute representing the minute component of a timecode.

RateAttributeName

description: Name of the custom attribute representing the timecode rate.

SecondAttributeName

description: Name of the custom attribute representing the second component of a timecode.

SubframeAttributeName

description: Name of the custom attribute representing a subframe value.

TakenameAttributeName

description: Name of the custom attribute representing the name of a take.


description: Validates that the supplied marker positions bookend supplied position.

code: bool AreValidMarkerBookendsForPosition ( float InPosition, float InP_CurrMarker, float InP_NextMarker ) const


description: Find marker index that bookends supplied position, using supplied markers, doing a binary search to find match. Most steps taken are Log2(N).

code: int32 BinarySearchMarkerIndex ( float InPosition, const [TArray](API\Runtime\Core\Containers\TArray)< float > & InMarkerPositions ) const


description: Make sure In_P_Target stays in valid marker range.

code: float Clamp_P_Target ( float In_P_Target ) const


description: Converts a Position from Original Space to Target Space. This requires a MarkerIndexthat satisfies 'IsValidMarkerForPosition' for the supplied position.

code: float Convert_P_Original_To_Target ( int32 InMarkerIndex, float In_P_Original ) const


description: Converts a Position from Target Space to Original Space. This requires a MarkerIndexthat satisfies 'IsValidMarkerForPosition' for the supplied position.

code: float Convert_P_Target_To_Original ( int32 InMarkerIndex, float In_P_Target ) const


description: Read access to markers in original space.

code: const [TArray](API\Runtime\Core\Containers\TArray)< float > & GetMarkers_Original() const


description: Read access to markers in target space.

code: const [TArray](API\Runtime\Core\Containers\TArray)< float > & GetMarkers_Target() const


description: Get original play back duration

code: float Get_T_Original() const


description: Get target play back duration

code: float Get_T_Target() const


description: Validates that the supplied marker index correctly bookends supplied position.

code: bool IsValidMarkerForPosition ( int32 InMarkerIndex, float InPosition, const [TArray](API\Runtime\Core\Containers\TArray)< float > & InMarkerPositions ) const


code: void InitializeFromPlayRate ( float InPlayRate, const FTimeStretchCurve & TimeStretchCurve )


description: Updates InOutMarkerIndex as needed based on 'InPosition' in 'InMarkerPositions' So that InOutMarkerIndex satisfies 'IsValidMarkerForPosition'

code: void UpdateMarkerIndexForPosition ( int32 & InOutMarkerIndex, float InPosition, const [TArray](API\Runtime\Core\Containers\TArray)< float > & InMarkerPositions ) const


className: FTimeStretchCurveInstance

code: struct FTimeStretchCurveInstance


code: FTimeStretchCurveMarker ( float InT_Original, float InAlpha )


className: FTimeStretchCurveMarker

code: struct FTimeStretchCurveMarker

Time

type: float[(uint8) E...


code: FTrackToSkeletonMap ( int32 InBoneTreeIndex )


className: FTrackToSkeletonMap

description: We have a plan to support skeletal hierarchy. When that happens, we'd like to keep skeleton indexing.

code: struct FTrackToSkeletonMap

BoneTreeIndex

description: Indexof Skeleton.BoneTree this Track belongs to.


description: Linear interpolation of all parameters of two trajectory samples.

code: [FTrajectorySample](API\Runtime\Engine\Animation\FTrajectorySample) Lerp ( const [FTrajectorySample](API\Runtime\Engine\Animation\FTrajectorySample) & Sample, float Alpha ) const


description: Determines if all sample properties are zeroed.

code: bool IsZeroSample() const


description: Concatenates DeltaTransform before the current transform is applied and shifts the accumulated time by DeltaSeconds

code: void PrependOffset ( const FTransform DeltaTransform, float DeltaSeconds )


description: Centripetal Catmull–Rom spline interpolation of all parameters of two trajectory samples.

code: [FTrajectorySample](API\Runtime\Engine\Animation\FTrajectorySample) SmoothInterp ( const [FTrajectorySample](API\Runtime\Engine\Animation\FTrajectorySample) & PrevSample, const [FTrajectorySample](API\Runtime\Engine\Animation\FTrajectorySample) & Sample, const [FTrajectorySample](API\Runtime\Engine\Animation\FTrajectorySample) & NextSample, float Alpha ) const


code: void TransformReferenceFrame ( const FTransform DeltaTransform )


className: FTrajectorySample

code: struct FTrajectorySample

AccumulatedSeconds

description: The relative accumulated time that this sample is associated with Zero value for instantaneous, negative values for the past, and positive values for the future

LinearVelocity

type: FVector

description: Linear velocity relative to the sampled in-motion object.

Transform

type: FTransform

description: Position relative to the sampled in-motion object.


code: void Accumulate ( const [FTransformAnimationAttribute](API\Runtime\Engine\Animation\FTransformAnimationAttribute) & Attribute, float Weight, EAdditiveAnimationType AdditiveType )


code: void Interpolate ( const [FTransformAnimationAttribute](API\Runtime\Engine\Animation\FTransformAnimationAttribute) & Attribute, float Alpha )


code: void MakeAdditive ( const [FTransformAnimationAttribute](API\Runtime\Engine\Animation\FTransformAnimationAttribute) & BaseAttribute )


code: [FTransformAnimationAttribute](API\Runtime\Engine\Animation\FTransformAnimationAttribute) Multiply ( const float Weight ) const


className: FTransformAnimationAttribute

description: Attribute type supporting the legacy TVariantattributes

code: struct FTransformAnimationAttribute


description: We don't want to have = operator. This only copies curves, but leaving naming and everything else intact.

code: void CopyCurve ( const [FTransformCurve](API\Runtime\Engine\Animation\FTransformCurve) & SourceCurve )


code: FTransform Evaluate ( float CurrentTime, float BlendWeight ) const


code: void GetKeys ( [TArray](API\Runtime\Core\Containers\TArray)< float > & OutTimes, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutValues ) const


code: [FVectorCurve](API\Runtime\Engine\Animation\FVectorCurve) * GetVectorCurveByIndex ( int32 Index )


code: const [FVectorCurve](API\Runtime\Engine\Animation\FVectorCurve) * GetVectorCurveByIndex ( int32 Index ) const


code: void Resize ( float NewLength, bool bInsert, float OldStartTime, float OldEndTime )


code: void UpdateOrAddKey ( const FTransform & NewKey, float CurrentTime )


code: FTransformCurve ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InCurveTypeFlags )


description: Deprecated* Please use the constructor that takes anFName.

code: FTransformCurve ( [FSmartName](API\Runtime\Engine\Animation\FSmartName) InName, int32 InCurveTypeFlags )


className: FTransformCurve

code: struct FTransformCurve : public [FAnimCurveBase](API\Runtime\Engine\Animation\FAnimCurveBase)

RotationCurve

type: FVectorCurve

description: Rotation curve - right now we use euler because quat also doesn't provide linear interpolation - curve editor can't handle quat interpolation If you hit gimbal lock, you should add extra key to fix it.

TranslationCurve

description: Curve data for each transform.


code: FTransitionEvent ( const [FName](API\Runtime\Core\UObject\FName) & InEventName, const double InTimeToLive, const ETransitionRequestQueueMode & InQueueMode, const ETransitionRequestOverwriteMode & InOverwriteMode )


className: FTransitionEvent

code: struct FTransitionEvent

ConsumedTransitions

type: TArray< int32, ...

CreationTime

type: double

EventName

type: FName

OverwriteMode

type: ETransitionRequ...


className: FTranslationTrack

description: Keyframe position data for one track. Pos(i) occurs at Time(i).Pos.Num()always equalsTime.Num().

code: struct FTranslationTrack

PosKeys

type: TArray< FVector...

Times

type: TArray< float >


code: virtual void Bind ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > BulkData )


code: void ByteSwapIn ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryStream )


code: void ByteSwapOut ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryStream )


code: template<typename TArchive> void ByteSwapData ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompresedData, TArchive & MemoryStream )


code: virtual int64 GetApproxCompressedSize() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDebugString() const


code: void InitViewsFromBuffer ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > BulkData )


description: ICompressedAnimDataimplementation.

code: virtual void SerializeCompressedData ( class [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FUECompressedAnimData ( [FUECompressedAnimDataMutable](API\Runtime\Engine\Animation\FUECompressedAnimDataMutable) & InCompressedData )


className: FUECompressedAnimData

code: struct FUECompressedAnimData : public [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData), public [FCompressedAnimDataBase< TNonConstArrayViewMaker >](API\Runtime\Engine\Animation\FCompressedAnimDataBase)


description: ICompressedAnimDataimplementation.


code: void BuildFinalBuffer ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutCompressedByteStream )


code: void Accumulate ( const [FVectorAnimationAttribute](API\Runtime\Engine\Animation\FVectorAnimationAttribute) & Attribute, float Weight, EAdditiveAnimationType AdditiveType )


className: FUECompressedAnimDataMutable

code: struct FUECompressedAnimDataMutable : public [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData), public [FCompressedAnimDataBase< TArrayMaker >](API\Runtime\Engine\Animation\FCompressedAnimDataBase)


code: void Interpolate ( const [FVectorAnimationAttribute](API\Runtime\Engine\Animation\FVectorAnimationAttribute) & Attribute, float Alpha )


code: void MakeAdditive ( const [FVectorAnimationAttribute](API\Runtime\Engine\Animation\FVectorAnimationAttribute) & BaseAttribute )


code: [FVectorAnimationAttribute](API\Runtime\Engine\Animation\FVectorAnimationAttribute) Multiply ( const float Weight ) const


className: FVectorAnimationAttribute

code: struct FVectorAnimationAttribute


code: void CopyCurve ( const [FVectorCurve](API\Runtime\Engine\Animation\FVectorCurve) & SourceCurve )


className: EIndex

code: enum EIndex { X = 0, Y, Z, Max, }


code: FVector Evaluate ( float CurrentTime, float BlendWeight ) const


code: void GetKeys ( [TArray](API\Runtime\Core\Containers\TArray)< float > & OutTimes, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutValues ) const


code: void UpdateOrAddKey ( const FVector & NewKey, float CurrentTime )


code: void Resize ( float NewLength, bool bInsert, float OldStartTime, float OldEndTime )


code: FVectorCurve ( [FSmartName](API\Runtime\Engine\Animation\FSmartName) InName, int32 InCurveTypeFlags )


code: FVectorCurve ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InCurveTypeFlags )


className: FVectorCurve

code: struct FVectorCurve : public [FAnimCurveBase](API\Runtime\Engine\Animation\FAnimCurveBase)

FloatCurves

description: Curve data for float.


code: FVirtualBone ( [FName](API\Runtime\Core\UObject\FName) InSource, [FName](API\Runtime\Core\UObject\FName) InTarget )


code: FWeightedBlendSample ( int32 Index, float Weight )


className: FVirtualBone

code: struct FVirtualBone


className: FWeightedBlendSample

code: struct FWeightedBlendSample

SampleWeight

type: float


code: static const [FAnimBlueprintFunction](API\Runtime\Engine\Animation\FAnimBlueprintFunction) * FindAnimBlueprintFunction ( [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * AnimClassInterface, const [FName](API\Runtime\Core\UObject\FName) & InFunctionName )


description: Get a subsystem's class-resident data. If no subsystem of the type exists this will return nullptr.

code: template<typename SubsystemType> const SubsystemType * FindSubsystem() const


description: Find a subsystem's class-resident data. If no subsystem of the type exists this will return nullptr.

code: const [FAnimSubsystem](API\Runtime\Engine\Animation\FAnimSubsystem) * FindSubsystem ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InSubsystemType ) const


description: Iterate over each subsystem for this class, supplying both the constant (FAnimSubsystem) and mutable (FAnimSubsystemInstance) data.

code: void ForEachSubsystem ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< EAnimSubsystemEnumeration(const [FAnimSubsystemContext](API\Runtime\Engine\Animation\FAnimSubsystemContext) &)> InFunction ) const


code: void ForEachSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< EAnimSubsystemEnumeration(const [FAnimSubsystemInstanceContext](API\Runtime\Engine\Animation\FAnimSubsystemInstanceContext) &)> InFunction ) const


code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetActualAnimClass ( [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * AnimClassInterface )


code: static const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetActualAnimClass ( const [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * AnimClassInterface )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimBlueprintFunction](API\Runtime\Engine\Animation\FAnimBlueprintFunction) > & GetAnimBlueprintFunctions() const


description:
Get an anim node of the specified type given the object & node index Asserts if InObject is nullptr
nullptr if the node index was out of bounds or the incorrect type

code: static const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetAnimNodeFromObjectPtr ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, int32 InNodeIndex, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InNodeType )


description: Get an anim node of the specified type given the object & node index Asserts if InObject is nullptr, the node index is out of bounds or the node is the incorrect type

code: template<typename NodeType> static const NodeType & GetAnimNodeFromObjectPtrChecked ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, int32 InNodeIndex )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * > & GetAnimNodeProperties() const


description: Get the number of properties (including editor only properties) that the anim node type has.

code: int32 GetAnimNodePropertyCount ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InNodeType ) const


description: Get the (editor-only data) index of the property.

code: int32 GetAnimNodePropertyIndex ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InNodeType, [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) > & GetAnimNotifies() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) > & GetAnimNotifies_Direct() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FBakedAnimationStateMachine](API\Runtime\Engine\Animation\FBakedAnimationStateMachine) > & GetBakedStateMachines() const


description: These direct accessors are here to allow internal access that doesnt redirect to the root class.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FBakedAnimationStateMachine](API\Runtime\Engine\Animation\FBakedAnimationStateMachine) > & GetBakedStateMachines_Direct() const


description: Get the struct that holds the constant data.

code: const void * GetConstantNodeData() const


description: Access the various constant and mutable values.

code: const void * GetConstantNodeValueRaw ( int32 InIndex ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * > & GetDynamicResetNodeProperties() const


description: Deprecated* Please use GetSubsystem

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FExposedValueHandler](API\Runtime\Engine\Animation\FExposedValueHandler) > & GetExposedValueHandlers() const


code: static [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * GetFromClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: static const [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * GetFromClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FGraphAssetPlayerInformation](API\Runtime\Engine\Animation\FGraphAssetPlayerInformation) > & GetGraphAssetPlayerInformation() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FGraphAssetPlayerInformation](API\Runtime\Engine\Animation\FGraphAssetPlayerInformation) > & GetGraphAssetPlayerInformation_Direct() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FAnimGraphBlendOptions](API\Runtime\Engine\Animation\FAnimGraphBlendOptions) > & GetGraphBlendOptions() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FAnimGraphBlendOptions](API\Runtime\Engine\Animation\FAnimGraphBlendOptions) > & GetGraphBlendOptions_Direct() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * > & GetInitializationNodeProperties() const


description: Deprecated* Function has been renamed, please use GetLinkedLayerNodeProperties

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * > & GetLayerNodeProperties() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * > & GetLinkedAnimLayerNodeProperties() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * > & GetLinkedAnimGraphNodeProperties() const


description: Get the struct that holds the mutable data

code: const [FAnimBlueprintMutableData](API\Runtime\Engine\Animation\FAnimBlueprintMutableData) * GetMutableNodeData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


code: [FAnimBlueprintMutableData](API\Runtime\Engine\Animation\FAnimBlueprintMutableData) * GetMutableNodeData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


code: const void * GetMutableNodeValueRaw ( int32 InIndex, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


description: Get the anim node data used for each node's constant/folded data.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FAnimNodeData](API\Runtime\Engine\Animation\FAnimNodeData) > GetNodeData() const


description: Get the object ptr given an anim node.

code: static const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectPtrFromAnimNode ( const [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * InAnimClassInterface, const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InNode )


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FCachedPoseIndices](API\Runtime\Engine\Animation\FCachedPoseIndices) > & GetOrderedSavedPoseNodeIndicesMap() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FCachedPoseIndices](API\Runtime\Engine\Animation\FCachedPoseIndices) > & GetOrderedSavedPoseNodeIndicesMap_Direct() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * > & GetPreUpdateNodeProperties() const


description: Deprecated* Please use GetSubsystem

code: virtual const [FPropertyAccessLibrary](API\Runtime\Engine\FPropertyAccessLibrary) & GetPropertyAccessLibrary() const


description: Deprecated* Please use GetSubsystem

code: virtual const [FPropertyAccessLibrary](API\Runtime\Engine\FPropertyAccessLibrary) & GetPropertyAccessLibrary_Direct() const


description: Deprecated* Please useGetAnimBlueprintFunctions()

code: virtual int32 GetRootAnimNodeIndex() const


code: virtual [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetRootAnimNodeProperty() const


description: Get the root anim class interface (i.e. if this is a derived class). Some properties that are derived from the compiled anim graph are routed to the 'Root' class as child classes don't get fully compiled. Instead they just override various asset players leaving the full compilation up to the base class.

code: const [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * GetRootClass() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * > & GetStateMachineNodeProperties() const


description: Deprecated* Function has been renamed, please use GetLinkedAnimGraphNodeProperties

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * > & GetSubInstanceNodeProperties() const


description: Get a subsystem's class-resident data. If no subsystem of the type exists this will assert.

code: template<typename SubsystemType> const SubsystemType & GetSubsystem() const


code: int32 GetSyncGroupIndex ( [FName](API\Runtime\Core\UObject\FName) SyncGroupName ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetSyncGroupNames() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetSyncGroupNames_Direct() const


code: [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetTargetSkeleton() const


description: Check whether a node at the specified index has the specified flags.

code: static bool HasNodeAnyFlags ( [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * InAnimClassInterface, int32 InNodeIndex, EAnimNodeDataFlags InNodeDataFlags )


description: Check that the serialized NodeTypeMap can be used with the current set of native node data layouts.

code: bool IsDataLayoutValid() const


className: IAnimClassInterface

code: class IAnimClassInterface


className: IAnimLayerInterface

code: class IAnimLayerInterface


code: template<typename Type> const Type & As() const


code: template<typename Type> Type & As()


className: BaseTypeName

code: static const [FName](API\Runtime\Core\UObject\FName) BaseTypeName;


description: RTTI support functions.


code: template<typename Type> bool Is() const


className: IAnimNotifyEventContextDataInterface


className: AttributeName

code: static const [FName](API\Runtime\Core\UObject\FName) AttributeName;


description: Extract the currently stored root motion delta in the specified attribute container.

code: bool ExtractRootMotion ( const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & Attributes, FTransform & OutRootMotionDelta ) const


code: static const [IAnimRootMotionProvider](API\Runtime\Engine\Animation\IAnimRootMotionProvider) * Get()


description: Query whether or not a computed root motion delta exists within the specified attribute container.

code: bool HasRootMotion ( const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & Attributes ) const


className: ModularFeatureName

code: static const [FName](API\Runtime\Core\UObject\FName) ModularFeatureName;


description: Override the currently stored root motion delta in the specified attribute container. Requires root motion to exist prior to overriding.

code: bool OverrideRootMotion ( const FTransform & RootMotionDelta, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes ) const


description: Given the specified time range, sequence, and looping behavior, sample a root motion delta and store it in the specified attribute container.

code: void SampleRootMotion ( const [FDeltaTimeRecord](API\Runtime\Engine\Animation\FDeltaTimeRecord) & SampleRange, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Sequence, bool bLoopingSequence, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes ) const


code: virtual ~IAnimRootMotionProvider()


className: IAnimRootMotionProvider

description: Modular feature interface for AnimationWarping.

code: class IAnimRootMotionProvider : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Invoked when an attribute container A is accumulated into container B

code: void Accumulate ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


description: Invoked when two or multiple sets of attribute container inputs are to be blended together, using individual bone weights

code: void BlendPerBone ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


description: Invoked when two or multiple sets of attribute container inputs are to be blended together

code: void Blend ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


description: Invoked when an attribute container is supposed to be made additive with regards to container B

code: void ConvertToAdditive ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAdditiveAttributes ) const


description: Invoked to interpolate between two individual attribute type values, according to the provided alpha

code: void Interpolate ( const void * FromData, const void * ToData, float Alpha, void * InOutData ) const


description: Invoked when an attribute container A is expected to override attributes in container B

code: void Override ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


code: virtual ~IAttributeBlendOperator()


code: void Bind ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > BulkData )


className: IAttributeBlendOperator

description: Interface required to implement for user-defined blending behaviour of an animation attribute type. SeeTAttributeBlendOperatorfor an example implementation.

code: class IAttributeBlendOperator


code: int64 GetApproxCompressedSize() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDebugString() const


code: [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & operator= ( const [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & )


code: virtual void SerializeCompressedData ( class [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: ICompressedAnimData ( const [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & )


description: Virtual interface codecs must implement

code: virtual ~ICompressedAnimData()


className: ICompressedAnimData

code: struct ICompressedAnimData

BoneCompressionErrorStats

type: FAnimationError...

description: The error stats from the current bone compression codec.

CompressedNumberOfKeys

description: Common data


className: DefaultBinding

description: The default binding, for clients to opt-in to

code: static const [FName](API\Runtime\Core\UObject\FName) DefaultBinding;


description: Get the name that this curve source can be bound to by. Clients of this curve source will use this name to identify this source.


description: Evaluate all curves that this source provides

code: void GetCurves ( [TArray](API\Runtime\Core\Containers\TArray)< [FNamedCurveValue](API\Runtime\Engine\Animation\FNamedCurveValue) > & OutValues ) const


description: Get the value for a specified curve

code: float GetCurveValue ( [FName](API\Runtime\Core\UObject\FName) CurveName ) const


className: ICurveSourceInterface

description: A source for curves

code: class ICurveSourceInterface


code: template<typename Type> const Type & As() const


code: template<typename Type> Type & As()


code: static const [FName](API\Runtime\Core\UObject\FName) BaseTypeName;


description: RTTI support functions.


code: template<typename Type> bool Is() const


description: Deprecated* No longer in use, please use MakeUniqueEventContextData

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [IAnimNotifyEventContextDataInterface](API\Runtime\Engine\Animation\IAnimNotifyEventContextDataInter-) > MakeEventContextData() const


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< const [IAnimNotifyEventContextDataInterface](API\Runtime\Engine\Animation\IAnimNotifyEventContextDataInter-) > MakeUniqueEventContextData() const


className: IGraphMessage

description: Base class for all messages/events/scopes that are fired during execution Note that these messages are events/callbacks only, no blending is involved.

code: class IGraphMessage


description: Add a record of this request.

code: void AddDebugRecord ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) & InSourceProxy, int32 InSourceNodeId )


className: Attribute

code: static const [FName](API\Runtime\Core\UObject\FName) Attribute;


code: virtual [FName](API\Runtime\Core\UObject\FName) GetTypeName() const


description: Request to activate inertialization. If multiple requests are made on the same inertialization node, the minimum requested time will be used.

code: virtual void RequestInertialization ( const [FInertializationRequest](API\Runtime\Engine\Animation\FInertializationRequest) & InInertializationRequest )


description: Request to activate inertialization for a duration. If multiple requests are made on the same inertialization node, the minimum requested time will be used.

code: void RequestInertialization ( float InRequestedDuration, const [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * InBlendProfile )


className: TypeName

code: static ENGINE_API const [FName](API\Runtime\Core\UObject\FName) TypeName = TEXT("UE::Anim::IInertializationRequester");


className: IInertializationRequester

description: Event that can be subscribed to request inertialization-based blends.

code: class IInertializationRequester : public [UE::Anim::IGraphMessage](API\Runtime\Engine\Animation\IGraphMessage)


description:
Adds a curve metadata entry with the specified name
true if an entry was added, false if an entry already existed

code: bool AddCurveMetaData ( [FName](API\Runtime\Core\UObject\FName) InCurveName )


description: Iterate over all curve metadata entries, calling InFunction on each

code: void ForEachCurveMetaData ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FName](API\Runtime\Core\UObject\FName), const [FCurveMetaData](API\Runtime\Engine\Animation\FCurveMetaData) &)> & InFunction ) const


description:
Get the curve metadata entry with the specified name
the curve metadata, if found, otherwise nullptr

code: const [FCurveMetaData](API\Runtime\Engine\Animation\FCurveMetaData) * GetCurveMetaData ( [FName](API\Runtime\Core\UObject\FName) InCurveName ) const


code: [FCurveMetaData](API\Runtime\Engine\Animation\FCurveMetaData) * GetCurveMetaData ( [FName](API\Runtime\Core\UObject\FName) InCurveName )


description: Get an array of all curve metadata names

code: void GetCurveMetaDataNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutNames ) const


description: the number of curve metadata entries

code: int32 GetNumCurveMetaData() const


description: the version number for this metadata. Can be used to regenerate cached values against the metadata.

code: uint16 GetVersionNumber() const


description: Refresh the indices of any linked bone references

code: virtual void RefreshBoneIndices ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton )


description:
Register a delegate to be called when curve metadata changes
delegate handle

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnCurveMetaDataChanged ( const FSimpleMulticastDelegate::FDelegate & InOnCurveMetaDataChanged )


description:
Removes a curve metadata entry for the specified name.
true if the entry was successfully removed (i.e. it existed)

code: bool RemoveCurveMetaData ( [FName](API\Runtime\Core\UObject\FName) CurveName )


description:
Removes a group of curve metadata entries for the specified names.
true if any of the entries were successfully removed (i.e. something changed)

code: bool RemoveCurveMetaData ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FName](API\Runtime\Core\UObject\FName) > CurveNames )


description: Set the material flag for a curve's metadata

code: void SetCurveMetaDataMaterial ( [FName](API\Runtime\Core\UObject\FName) CurveName, bool bOverrideMaterial )


description:
Renames a curve metadata entry. Metadata is preserved, but assigned to a different curve name.
true if the rename was successful (the old name was found and the new name didnt collide with an existing entry)

code: bool RenameCurveMetaData ( [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )


description: Set the morph target flag for a curve's metadata

code: void SetCurveMetaDataMorphTarget ( [FName](API\Runtime\Core\UObject\FName) CurveName, bool bOverrideMorphTarget )


description: Set the bone links for a curve's metadata

code: void SetCurveMetaDataBoneLinks ( [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) > & BoneLinks, uint8 InMaxLOD, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton )


description: Unregister a delegate to be called when curve metadata changes

code: void UnregisterOnCurveMetaDataChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Interface for curve metadata-hosting objects

code: class IInterface_AnimCurveMetaData


className: FDefaultMeshDeformerSetup

description: Structure for passing toGetDefaultMeshDeformer().

code: struct FDefaultMeshDeformerSetup

bIsRequestingRecomputeTangent

type: bool


code: static [IMeshDeformerProvider](API\Runtime\Engine\Animation\IMeshDeformerProvider) * Get()


description: Returns a default mesh deformer. This can allow a mesh deformer plugin to automatically replace the UE fixed function animation path.

code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< class [UMeshDeformer](API\Runtime\Engine\Animation\UMeshDeformer) > GetDefaultMeshDeformer ( [FDefaultMeshDeformerSetup](API\Runtime\Engine\Animation\IMeshDeformerProvider\FDefaultMeshDeformerSetup) const & Setup )


description: Returns true if the platform is supported.

code: bool IsSupported ( EShaderPlatform Platform ) const


code: static const [FName](API\Runtime\Core\UObject\FName) ModularFeatureName;


className: IMeshDeformerProvider

description: Modular feature interface for mesh deformer providers. Modules that inherit from this need to be loaded before shader compilation starts (PostConfigInit) so that the correct vertex factories can be created.

code: class IMeshDeformerProvider : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Returns nodes that needs for them to map

code: void GetMappableNodeData &40; TArray< FName > & OutNames, TArray< FNodeItem > & OutNodeItems &41; const


className: INodeMappingProviderInterface

description: This is used byUNodeMappingContainerto query data to map between Implemented by Rig, ControlRig, SkeletalMesh (not Skeleton yet because Skeleton doesn't have retarget base pose)

code: class INodeMappingProviderInterface


code: virtual void GetPreviewSkeletalMeshes &40; TArray< USkeletalMesh &42; > & OutList &41; const


code: void GetPreviewSkeletalMeshes &40; TArray< USkeletalMesh &42; > & OutList, TArray< TSubclassOf< UAnimInstance >> & OutAnimBP &41; const


code: namespace MarkerIndexSpecialValues { enum Type { Uninitialized = -2, AnimationBoundary = -1, } }


className: IPreviewCollectionInterface

description: Preview Collection options. If you have nativeUDataAssetclass that implements this, you can preview all in the animation editor using Additional Mesh section

code: class IPreviewCollectionInterface


className: Type

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< T > Type


className: TArrayMaker

description: Wrapper Code.

code: template<typename T> struct TArrayMaker


code: typedef [TArrayView](API\Runtime\Core\Containers\TArrayView)< const T > Type


className: TArrayViewMaker

code: template<typename T> struct TArrayViewMaker


description: BeginIAttributeBlendOperatoroverrides

code: virtual void Accumulate ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


description: Accumulate operation for blendable attribute types

code: template<typename Type> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TAttributeTypeTraits](API\Runtime\Engine\Animation\TAttributeTypeTraits)< Type >::IsBlendable, void >::Type Accumulate_Internal ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


description: Accumulate operation for non-blendable attribute types

code: template<typename Type> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TAttributeTypeTraits](API\Runtime\Engine\Animation\TAttributeTypeTraits)< Type >::IsBlendable, void >::Type Accumulate_Internal ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const


description: Invoked when two or multiple sets of attribute container inputs are to be blended together

code: virtual void Blend ( const [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) & BlendData, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) * OutAttributes ) const