description: Get PerBoneInterpolationIndex for the input BoneIndex If nothing found, return INDEX_NONE

code: virtual int32 GetPerBoneInterpolationIndex ( const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & InCompactPoseBoneIndex, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones, const [IInterpolationIndexProvider::FPerBoneInterpolationData](API\Runtime\Engine\IInterpolationIndexProvider\FPerBoneInterpolationData) * Data ) const


description: Sorts the PerBoneBlend data into a form that can be repeatedly used in GetPerBoneInterpolationIndex

module: Engine

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IInterpolationIndexProvider::FPerBoneInterpolationData](API\Runtime\Engine\IInterpolationIndexProvider\FPerBoneInterpolationData) > GetPerBoneInterpolationData ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton ) const


description: This is used in editor only when used for transition getter this doesn't mean max time. In Sequence, this is SequenceLength, but for BlendSpace CurrentTime is normalized [0,1], so this is 1

code: virtual float GetPlayLength() const


description: Get Grid Samples from BlendInput, From Input, it will populate OutGridSamples with the closest grid points.

code: void GetRawSamplesFromBlendInput ( const FVector & BlendInput, [TArray](API\Runtime\Core\Containers\TArray)< [FGridBlendSample](API\Runtime\Engine\Animation\FGridBlendSample), TInlineAllocator< 4 > > & OutBlendSamples ) const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


code: bool GetSamplesFromBlendInput ( const FVector & BlendInput, [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & OutSampleDataList, int32 & InOutCachedTriangulationIndex, bool bCombineAnimations ) const


description: Return a list of unique marker names for blending compatibility

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * GetUniqueMarkerNames()


description: Initialize BlendSpace filtering for runtime. Filtering supports multiple dimensions, defaulting to two (since we don't have 3D BlendSpaces yet)

code: void InitializeFilter ( [FBlendFilter](API\Runtime\Engine\Animation\FBlendFilter) * Filter, int NumDimensions ) const


description: Initialize Per Bone Blend

code: void InitializePerBoneBlend()


description: Utility function to interpolate weight of samples from OldSampleDataList to NewSampleDataList and copy back the interpolated result to FinalSampleDataList

code: bool InterpolateWeightOfSampleData ( float DeltaTime, const [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & OldSampleDataList, const [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & NewSampleDataList, [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & FinalSampleDataList ) const


description: Check if the animation sequence additive type is compatible with this blend space

code: bool IsAnimationCompatible ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence ) const


description: Check if the animation sequence's skeleton is compatible with this blendspace

code: bool IsAnimationCompatibleWithSkeleton ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence ) const


description: Checks if the given samples points overlap

code: bool IsSameSamplePoint ( const FVector & SamplePointA, const FVector & SamplePointB ) const


code: bool IsSampleWithinBounds ( const FVector & SampleValue ) const


description: Check if given sample value isn't too close to existing sample point

code: bool IsTooCloseToExistingSamplePoint ( const FVector & SampleValue, int32 OriginalIndex ) const


description: Return true if this is valid additive animation false otherwise

code: virtual bool IsValidAdditive() const


description: Check whether or not the sample index is valid in combination with the stored sample data

code: bool IsValidBlendSampleIndex ( const int32 SampleIndex ) const


description: Returns whether or not the given additive animation type is compatible with the blendspace type

code: virtual bool IsValidAdditiveType ( EAdditiveAnimationType AdditiveType ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Replace this assets references to other animations based on ReplacementMap

code: virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & ReplacementMap )


description: Update animation on grid sample

code: bool ReplaceSampleAnimation ( const int32 BlendSampleIndex, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


description: Runs triangulation/segmentation to update our grid and BlendSpaceData structures

code: void ResampleData()


description: Reset to reference pose. It does apply different refpose based on additive or not

code: void ResetToRefPose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose ) const


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


description: Sets up BlendSpaceData based on Line elements

code: void SetBlendSpaceData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSpaceSegment](API\Runtime\Engine\Animation\FBlendSpaceSegment) > & Segments )


code: void SetBlendSpaceData &40; const TArray< FBlendSpaceTriangle > & Triangles &41;


description: Check if the the blendspace contains additive samples only

code: bool ShouldAnimationBeAdditive() const


description: If around border, snap to the border to avoid empty hole of data that is not valid


description: Advances the asset player instance

code: virtual void TickAssetPlayer ( [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & Instance, struct [FAnimNotifyQueue](API\Runtime\Engine\Animation\FAnimNotifyQueue) & NotifyQueue, [FAnimAssetTickContext](API\Runtime\Engine\Animation\FAnimAssetTickContext) & Context ) const


description: Ticks the samples in SampleDataList apart from the HighestWeightIndex one.

code: void TickFollowerSamples ( [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & SampleDataList, const int32 HighestWeightIndex, [FAnimAssetTickContext](API\Runtime\Engine\Animation\FAnimAssetTickContext) & Context, bool bResetMarkerDataOnFollowers, bool bLooping, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorDataTable ) const


description: Updates a cached set of blend samples according to internal parameters, blendspace position and a delta time. Used internally toGetAnimationPose(). Note that this function does not perform any filtering internally.

code: bool UpdateBlendSamples ( const FVector & InBlendSpacePosition, float InDeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & InOutSampleDataCache, int32 & InOutCachedTriangulationIndex ) const


description: Update BlendSpace filtering parameters - values that don't require a full initialization

code: void UpdateFilterParams ( [FBlendFilter](API\Runtime\Engine\Animation\FBlendFilter) * Filter ) const


description: Validates sample data for blendspaces using the given animation sequence

code: static void UpdateBlendSpacesUsingAnimSequence ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence )


description: Deprecated* Please use ReplaceSampleAnimation instead

code: bool UpdateSampleAnimation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, const FVector & SampleValue )


description: Validate that the given animation sequence and contained blendspace data

code: bool ValidateAnimationSequence ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence ) const


description: Validates the contained data

code: void ValidateSampleData()


description: Validates supplied blend sample against current contents of blendspace

code: bool ValidateSampleValue ( const FVector & SampleValue, int32 OriginalIndex ) const


code: UBlendSpace ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlendSpace

description: Allows multiple animations to be blended between based on input parameters

code: class UBlendSpace : public [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset), public [IInterpolationIndexProvider](API\Runtime\Engine\IInterpolationIndexProvider)

AnalysisProperties

type: TObjectPtr<UAn...

description: Analysis properties for each axis.

AnimLength

type: float

description: This is the maximum length of any sample in the blendspace.

AxisToScaleAnimation

type: TEnumAsByte< EB...

description: If you have input smoothing, this specifies the axis on which to scale the animation playback speed.

bAllowMeshSpaceBlending

type: bool

description: If set then blending is performed in mesh space if there are per-bone sample smoothing overrides.

bContainsRotationOffsetMeshSpaceSamples

description: Indicates whether any samples have the flag to apply rotation offsets in mesh space

bInterpolateUsingGrid

description: If true then interpolation is done via a grid at runtime.

BlendParameters

type: FBlendParameter...

description: Blend Parameters for each axis.

BlendSpaceData

type: FBlendSpaceData

description: Container for the runtime data, which could be line segments, triangulation or tetrahedrons

bLoop

description: The default looping behavior of this blend space. Asset players can override this

bTargetWeightInterpolationEaseInOut

description: If set then this eases in/out the sample weight adjustments, using the speed to determine how much smoothing to apply.

CachedAnalysisProperties

type: TObjectPtr<UCa...

description: Cached properties used to initialize properties when newly created.

DimensionIndices

type: TArray< int32 >

description: The order in which to use the dimensions in the data - e.g. [1, 2] means a 2D blend using Y and Z

GridSamples

type: TArray< struct ...

description: Grid samples, indexing scheme imposed by subclass

InterpolationParam

type: FInterpolationP...

description: Input Smoothing parameters for each input axis

ManualPerBoneOverrides

type: TArray<FPerBon...

description: Per bone sample smoothing settings, which affect the specified bone and all its descendants in the skeleton.

NotifyTriggerMode

type: TEnumAsByte<EN...

description: The current mode used by the BlendSpace to decide which animation notifies to fire.

PerBoneBlendMode

type: EBlendSpacePerB...

description: There are two ways to use per pone sample smoothing: Blend profiles and manually maintaining the per bone overrides.

PerBoneBlendProfile

type: FBlendSpaceBlen...

description: Reference to a blend profile of the corresponding skeleton to be used for per bone smoothing in case the per bone blend mode is set to use a blend profile.

PerBoneBlendValues

description: Stores the actual bone references and their smoothing interpolation speeds used by the blend space.

PreferredTriangulationDirection

type: EPreferredTrian...

description: Preferred edge direction when the triangulation has to make an arbitrary choice

PreviewBasePose

description: Preview Base pose for additive BlendSpace

SampleData

description: Sample animation data

SampleIndexWithMarkers

description: Track index to get marker data from.

TargetWeightInterpolationSpeedPerSec

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


description: Returns the axis which can be used to scale animation speed.

code: virtual EBlendSpaceAxis GetAxisToScale() const


code: UBlendSpace1D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Blend Space 1D. Contains 1 axis blend 'space' Allows multiple animations to be blended between based on input parameters

code: class UBlendSpace1D : public [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace)

bScaleAnimation

description: If you have input smoothing, whether to scale the animation speed.


code: static bool AddTransformAttribute ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimSequenceBase, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Keys, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Values )


className: UBuiltInAttributesExtensions

code: class UBuiltInAttributesExtensions : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Returns the weight of a state, relative to the graph (specified in the providedFCachedAnimStateData)

code: static float StateMachine_GetGlobalWeight ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, const [FCachedAnimStateData](API\Runtime\Engine\Animation\FCachedAnimStateData) & CachedAnimStateData )


description: Returns the weight of a state, relative to its state machine (specified in the providedFCachedAnimStateData)

code: static float StateMachine_GetLocalWeight ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, const [FCachedAnimStateData](API\Runtime\Engine\Animation\FCachedAnimStateData) & CachedAnimStateData )


description: Returns whether a state is relevant (specified in the providedFCachedAnimStateData)

code: static bool StateMachine_IsStateRelevant ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, const [FCachedAnimStateData](API\Runtime\Engine\Animation\FCachedAnimStateData) & CachedAnimStateData )


code: UCachedAnimDataLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCachedAnimDataLibrary

description: A library of commonly used functionality from the CachedAnimData family, exposed to blueprint.

code: class UCachedAnimDataLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: UCurveSourceInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCurveSourceInterface

code: class UCurveSourceInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: namespace UE { namespace Animation { namespace Private { void UE::Animation::Private::OnInvalidMaybeMappedAllocatorNum ( int32 NewNum, SIZE_T NumBytesPerElement ) } } }


description:
Adds an additional animated frame to match with the first animated frame, attempting to make it loop
Whether or not the operation was succesful

code: namespace UE { namespace Anim { namespace AnimationData { bool UE::Anim::AnimationData::AddLoopingInterpolation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence ) } } }


description: Helper functionality allowing the user to add an attribute with a typed value array

code: namespace UE { namespace Anim { template<typename AttributeType, typename ValueType> bool UE::Anim::AddTypedCustomAttribute ( const [FName](API\Runtime\Core\UObject\FName) & AttributeName, const [FName](API\Runtime\Core\UObject\FName) & BoneName, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimSequenceBase, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > Keys, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ValueType > Values, bool bShouldTransact ) } }


description: Insert duplicate key(s) for all tracks for the provided Animation Sequence

code: namespace UE { namespace Anim { namespace AnimationData { void UE::Anim::AnimationData::DuplicateKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence, int32 StartKeyIndex, int32 NumDuplicates, int32 SourceKeyIndex ) } } }


description:
Finds the name of the first child track (bone) for the provided bone name
The first child track name for the provided bone name, if none found will return NAME_None

code: namespace UE { namespace Anim { namespace AnimationData { [FName](API\Runtime\Core\UObject\FName) UE::Anim::AnimationData::FindFirstChildTrackName ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FName](API\Runtime\Core\UObject\FName) & BoneName ) } } }


description: Remove a number of keys for all tracks for the provided Animation Sequence

code: namespace UE { namespace Anim { namespace AnimationData { void UE::Anim::AnimationData::RemoveKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence, int32 StartKeyIndex, int32 NumKeysToRemove ) } } }


description: Deprecated* FindFirstChildTrackIndex has been deprecated, use FindFirstChildTrackName instead

code: namespace UE { namespace Anim { namespace AnimationData { static int32 UE::Anim::AnimationData::FindFirstChildTrackIndex ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FName](API\Runtime\Core\UObject\FName) & BoneName ) } } }


description:
Trim a specific window from the animation data
Whether or not the operation was succesful

code: namespace UE { namespace Anim { namespace AnimationData { bool UE::Anim::AnimationData::Trim ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence, float TrimStart, float TrimEnd, bool bInclusiveEnd ) } } }


code: namespace UE { namespace Anim { static [FName](API\Runtime\Core\UObject\FName) UE::Anim::BoneAttributeNamespace ( "bone" ) } }


description: Populates aFAnimationPoseDataaccording to the data stored within aIAnimationDataModelprovided a time to sample.

code: namespace UE { namespace Anim { void UE::Anim::BuildPoseFromModel ( const [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * Model, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutPoseData, const double Time, const EAnimInterpolationType & InterpolationType, const [FName](API\Runtime\Core\UObject\FName) & RetargetSource, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RetargetTransforms ) } }


description: This is a version string that mimics the old versioning scheme. If you want to bump this version, generate a new guid using VS->Tools->Create GUID and return it here. Ex.

code: namespace UE { namespace Anim { namespace Compression { static UE::Anim::Compression::AnimationCompressionVersionString = TEXT("55AC7D7DCC1F46C2A8B121A56FA37296"); } } }


description:
Setting number of scale keys to 0 if it is uniform and equal to FVector::OneVector
Whether or not the operation was succesful

code: namespace UE { namespace Anim { namespace Compression { bool UE::Anim::Compression::CompressAnimationDataTracks ( [TArray](API\Runtime\Core\Containers\TArray)< [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) > & RawAnimationData, int32 NumberOfKeys, [FName](API\Runtime\Core\UObject\FName) ErrorName, float MaxPosDiff, float MaxAngleDiff ) } } }


description: Populates aFCompactPoseaccording to the data stored within aIAnimationDataModelprovided a time to sample.

code: namespace UE { namespace Anim { void UE::Anim::BuildPoseFromModel ( const [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * Model, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose, const float Time, const EAnimInterpolationType & InterpolationType, const [FName](API\Runtime\Core\UObject\FName) & RetargetSource, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RetargetTransforms ) } }


description: Sanitize the provided track by snapping small scale values to 0, and normalizing any rotational keys

code: namespace UE { namespace Anim { namespace Compression { void UE::Anim::Compression::SanitizeRawAnimSequenceTrack ( [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & RawTrack ) } } }


description:
Compress the provided track by checking for uniform key data according to the provided error metrics
Whether or not the operation was succesful

code: namespace UE { namespace Anim { namespace Compression { bool UE::Anim::Compression::CompressRawAnimSequenceTrack ( [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & RawTrack, int32 NumberOfKeys, [FName](API\Runtime\Core\UObject\FName) ErrorName, float MaxPosDiff, float MaxAngleDiff ) } } }


code: namespace UE { namespace Anim { namespace Conversion { template<typename BoneIndexTypeA, typename BoneIndexTypeB> BoneIndexTypeB UE::Anim::Conversion::MakeIndex ( BoneIndexTypeA BoneIndex, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer ) } } }


code: namespace UE { namespace Anim { namespace Conversion { template<> [FMeshPoseBoneIndex](API\Runtime\AnimationCore\FMeshPoseBoneIndex) UE::Anim::Conversion::MakeIndex ( [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) BoneIndex, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer ) } } }


code: namespace UE { namespace Anim { namespace Conversion { template<> [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) UE::Anim::Conversion::MakeIndex ( [FMeshPoseBoneIndex](API\Runtime\AnimationCore\FMeshPoseBoneIndex) BoneIndex, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer ) } } }


description: Copies over any individual curve fromFRawCurveTracksto aIAnimationDataModelinstance targeted by the provided controller.

code: namespace UE { namespace Anim { void UE::Anim::CopyCurveDataToModel ( const [FRawCurveTracks](API\Runtime\Engine\Animation\FRawCurveTracks) & CurveData, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) & Controller ) } }


description:
Copies over any individual curve fromFRawCurveTracksto aIAnimationDataModelinstance targeted by the provided controller.
Whether or not the copy was succesful

code: namespace UE { namespace Anim { bool UE::Anim::CopyNotifies ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * SourceAnimSeq, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * DestAnimSeq, bool bShowDialogs, bool bDeleteExistingNotifies ) } }


description: Flags for each curve element.

code: namespace UE { namespace Anim { enum ECurveElementFlags { None = 0, Material = 0x01, MorphTarget = 0x02, } } }


description: Flags for each curve filter element.

code: namespace UE { namespace Anim { enum ECurveFilterFlags { None = 0, Disallowed = 0x01, Filtered = 0x02, } } }


description: The various ways curves can be filtered.

code: namespace UE { namespace Anim { enum ECurveFilterMode { None, DisallowAll, AllowOnlyFiltered, DisallowFiltered, } } }


description: Flags passed during union operations.

code: namespace UE { namespace Anim { enum ENamedValueUnionFlags { None = 0, ValidArg0 = 0x01, ValidArg1 = 0x02, BothArgsValid = ValidArg0 | ValidArg1, } } }


description: Populates transform curves according to the data stored within aIAnimationDataModelprovided a time to sample.

code: namespace UE { namespace Anim { void UE::Anim::EvaluateTransformCurvesFromModel ( const [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * Model, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), FTransform > & OutCurves, double Time, float BlendWeight ) } }


description: Populates float curves according to the data stored within aIAnimationDataModelprovided a time to sample.

code: namespace UE { namespace Anim { void UE::Anim::EvaluateFloatCurvesFromModel ( const [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * Model, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurves, double Time ) } }


description: Retrieves a single bone transform according to the data stored within aIAnimationDataModelprovided a time and track to sample.

code: namespace UE { namespace Anim { void UE::Anim::GetBoneTransformFromModel ( const [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * Model, FTransform & OutTransform, int32 TrackIndex, double Time, const EAnimInterpolationType & Interpolation ) } }


description: Retrieves a single bone transform according to the data stored within aIAnimationDataModelprovided a key and track to sample.

code: namespace UE { namespace Anim { void UE::Anim::GetBoneTransformFromModel ( const [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * Model, FTransform & OutTransform, int32 TrackIndex, int32 KeyIndex ) } }


code: namespace UE { namespace Anim { [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) & UE::Anim::operator&= ( [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) & Lhs, [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) Rhs ) } }


code: namespace UE { namespace Anim { [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) & UE::Anim::operator&= ( [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) & Lhs, [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) Rhs ) } }


code: namespace UE { namespace Anim { [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) & UE::Anim::operator^= ( [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) & Lhs, [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) Rhs ) } }


description: Extract Bone Transform of the Time given, from the providedFRawAnimSequenceTrack

code: namespace UE { namespace Anim { void UE::Anim::ExtractBoneTransform ( const struct [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & RawTrack, FTransform & OutTransform, int32 KeyIndex ) } }


code: namespace UE { namespace Anim { [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) & UE::Anim::operator^= ( [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) & Lhs, [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) Rhs ) } }


code: namespace UE { namespace Anim { constexpr [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) UE::Anim::operator& ( [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) Lhs, [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) Rhs ) } }


code: namespace UE { namespace Anim { constexpr [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) UE::Anim::operator& ( [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) Lhs, [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) Rhs ) } }


code: namespace UE { namespace Anim { constexpr [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) UE::Anim::operator^ ( [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) Lhs, [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) Rhs ) } }


code: namespace UE { namespace Anim { constexpr [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) UE::Anim::operator^ ( [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) Lhs, [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) Rhs ) } }


code: namespace UE { namespace Anim { constexpr bool UE::Anim::operator! ( [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) E ) } }


code: namespace UE { namespace Anim { constexpr bool UE::Anim::operator! ( [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) E ) } }


code: namespace UE { namespace Anim { constexpr [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) UE::Anim::operator~ ( [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) E ) } }


code: namespace UE { namespace Anim { constexpr [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) UE::Anim::operator~ ( [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) E ) } }


description: Retargeting the provided pose using the retarget source or transforms

code: namespace UE { namespace Anim { namespace Retargeting { void UE::Anim::Retargeting::RetargetPose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & InOutPose, const [FName](API\Runtime\Core\UObject\FName) & RetargetSource, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RetargetTransforms ) } } }


code: class UInterface_AnimCurveMetaData : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Create an instance of the mesh deformer.

code: virtual [UMeshDeformerInstance](API\Runtime\Engine\Animation\UMeshDeformerInstance) * CreateInstance ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InMeshComponent, [UMeshDeformerInstanceSettings](API\Runtime\Engine\Animation\UMeshDeformerInstanceSettings) * InSettings )


description: Create persistent settings for the mesh deformer instance

code: virtual [UMeshDeformerInstanceSettings](API\Runtime\Engine\Animation\UMeshDeformerInstanceSettings) * CreateSettingsInstance ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InMeshComponent )


className: UMeshDeformer

description: Base class for mesh deformer assets. Mesh deformers can be added to mesh components to implement flexible deformation systems. AUMeshDeformerneeds to implement creation of aUMeshDeformerInstancewhich will apply deformer actions and store deformer state.

code: class UMeshDeformer : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Called to allocate any persistent render resources

code: virtual void AllocateResources()


className: EExectutionGroup

description: Enumeration for execution groups to EnqueueWork on.

code: enum EExectutionGroup { ExecutionGroup_Default, ExecutionGroup_Immediate, ExecutionGroup_EndOfFrameUodate, }


description: Enqueue the mesh deformer workload on a scene.

code: virtual void EnqueueWork ( [FEnqueueWorkDesc](API\Runtime\Engine\Animation\UMeshDeformerInstance\FEnqueueWorkDesc) const & InDesc )


className: EWorkLoad

description: Enumeration for workloads to EnqueueWork.

code: enum EWorkLoad { WorkLoad_Setup, WorkLoad_Trigger, WorkLoad_Update, }


className: FEnqueueWorkDesc

description: Structure of inputs to EnqueueWork.

code: struct FEnqueueWorkDesc

ExecutionGroup

type: EExectutionGrou...

FallbackDelegate

type: FSimpleDelegate

description: Render thread delegate that will be executed if Enqueue fails at any stage.

OwnerName

type: FName

description: Name used for debugging and profiling markers.

Scene

type: FSceneInterface...

WorkLoadType

type: EWorkLoad


className: UMeshDeformerInstanceSettings

description: Base class for mesh deformers instance settings. This contains the serialized user settings to apply to theUMeshDeformer.

code: class UMeshDeformerInstanceSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UMeshDeformerInstance

description: Base class for mesh deformers instances. This contains the transient per instance state for aUMeshDeformer.

code: class UMeshDeformerInstance : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Called when persistent render resources should be released

code: virtual void ReleaseResources()


description: Populates two arrays with a mapping of compact pose mirror bones and reference rotations

code: void FillCompactPoseAndComponentRefRotations ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer, TCustomBoneIndexArray< [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex), [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) > & OutCompactPoseMirrorBones, TCustomBoneIndexArray< FQuat, [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) > & OutComponentSpaceRefRotations ) const


description: Create Mirror Bone Indices for the provided BoneContainer. The CompactBonePoseMirrorBones provides an index map which can be used to mirror at runtime

code: static void FillCompactPoseMirrorBones ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer, const TCustomBoneIndexArray< [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex), [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) > & MirrorBoneIndexes, TCustomBoneIndexArray< [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex), [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) > & OutCompactPoseMirrorBones )


description: Fill BoneToMirrorBoneIndex, CurveMirrorSourceUIDArray, CurveMirrorTargetUIDArray and NotifyToMirrorNotifyIndex based on the Skeleton and Table Contents.

code: void FillMirrorArrays()


description: Converts the mirror data table Name -> MirrorName map into an index map for the given ReferenceSkeleton

code: void FillMirrorBoneIndexes ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, TCustomBoneIndexArray< [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex), [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) > & OutMirrorBoneIndexes ) const


description:
NOTE: The naming scheme assumes a mirror axis of X (Left/Right). Naming rules for other axes are not supported.
The "best match" mirrored bone

code: static [FName](API\Runtime\Core\UObject\FName) FindBestMirroredBone ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InRefSkeleton, [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) InMirrorAxis, const float SearchThreshold )


description:
Evaluate the MirrorFindReplaceExpressions on InName and return the replaced value of the first entry that matches
The replaced result of the first MirrorFindReplaceExpression where the find pattern matched

code: [FName](API\Runtime\Core\UObject\FName) FindReplace ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Populates the table by running the MirrorFindReplaceExpressions on bone names in the Skeleton. If the mirrored name is also found on the Skeleton it is added to the table.

code: void FindReplaceMirroredNames()


description:
Apply the provided find and replace strings against the given name, returning the mirrored name or NAME_None if none of the find strings are found in the name.
The mirrored name or NAME_None if none of the expressions match

code: static [FName](API\Runtime\Core\UObject\FName) GetMirrorName ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< [FMirrorFindReplaceExpression](API\Runtime\Engine\Animation\FMirrorFindReplaceExpression) > & MirrorFindReplaceExpressions )


description:
Apply the animation settings mirroring find and replace strings against the given name, returning the mirrored name or NAME_None if none of the find strings are found in the name.
The mirrored name or NAME_None

code: static [FName](API\Runtime\Core\UObject\FName) GetSettingsMirrorName ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: UMirrorDataTable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMirrorDataTable

description: Data table for mirroring bones, notifies, and curves. The mirroring table allows self mirroring with entries where the name and mirrored name are identical

code: class UMirrorDataTable : public [UDataTable](API\Runtime\Engine\Engine\UDataTable)

AnimNotifyToMirrorAnimNotifyMap

type: TMap<FName,FN...

description: Map from animation notify to mirrored animation notify.

BoneToMirrorBoneIndex

type: TCustomBoneInde...

description: Indexof the mirror bone for a given bone index in the reference skeleton, or INDEX_NONE if the bone is not mirrored.

CurveToMirrorCurveMap

description: Map from animation curve to mirrored animation curve.

MirrorAxis

type: TEnumAsByte<EA...

MirrorFindReplaceExpressions

type: TArray<FMirror...

Skeleton

type: TObjectPtr<USk...

SyncToMirrorSyncMap

description: Map from sync marker to mirrored sync marker.


description: Factory function to define type of FinishBuildData needed

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FFinishBuildMorphTargetData](API\Runtime\Engine\Animation\FFinishBuildMorphTargetData) > CreateFinishBuildMorphTargetData() const


code: static void DeclareCustomVersions ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Discard CPU Buffers after render resources have been created.

code: virtual void DiscardVertexData()


code: virtual void EmptyMorphLODModels()


description: Morph mesh vertex data for each LOD

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


description: Morph mesh vertex data for each LOD

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FMorphTargetLODModel](API\Runtime\Engine\Animation\FMorphTargetLODModel) > & GetMorphLODModels()


description: Get Morphtarget Delta array for the given inputIndex

code: virtual const [FMorphTargetDelta](API\Runtime\Engine\Animation\FMorphTargetDelta) * GetMorphTargetDelta ( int32 LODIndex, int32 & OutNumDeltas ) const


code: virtual bool HasDataForLOD ( int32 LODIndex ) const


description: Return true if this morphtarget contains data for section within LOD

code: virtual bool HasDataForSection ( int32 LODIndex, int32 SectionIndex ) const


description: Return true if this morphtarget contains valid vertices

code: virtual bool HasValidData() const


description: Populates the given morph target LOD model with the provided deltas

code: virtual void PopulateDeltas ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMorphTargetDelta](API\Runtime\Engine\Animation\FMorphTargetDelta) > & Deltas, const int32 LODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FSkelMeshSection](API\Runtime\Engine\Rendering\FSkelMeshSection) > & Sections, const bool bCompareNormal, const bool bGeneratedByReductionSetting, const float PositionThreshold )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


description: Remove empty LODModels

code: virtual void RemoveEmptyMorphTargets()


description: Return true if this morph target uses engine built-in compression

code: virtual bool UsesBuiltinMorphTargetCompression() const


description: UObjectdoes not support serialization viaFMemoryArchive, so manually handle separately

code: virtual void SerializeMemoryArchive ( [FMemoryArchive](API\Runtime\Core\Serialization\FMemoryArchive) & Ar )


code: UMorphTarget ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMorphTarget

code: class UMorphTarget : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

BaseSkelMesh

type: TObjectPtr< cla...

description: USkeletalMeshthat this vertex animation works on.

MorphLODModels

type: TArray<FMorphT...

description: Morph mesh vertex data for each LOD


description: This just maps between source to target by name if same note this will override source setting if exists before

code: void AddDefaultMapping()


description: Add/delete mapping.

code: void AddMapping ( const [FName](API\Runtime\Core\UObject\FName) & InSourceNode, const [FName](API\Runtime\Core\UObject\FName) & InTargetNode )


code: void DeleteMapping ( const [FName](API\Runtime\Core\UObject\FName) & InSourceNode )


description: Return true if source name is mapped

code: bool DoesContainMapping ( const [FName](API\Runtime\Core\UObject\FName) & SourceNode ) const


description: Getting node mapping table { source, target }

code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > & GetNodeMappingTable() const


description: Asset getters.


description: Soft object reference

code: const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & GetSourceAssetSoftObjectPtr() const


description: This function is not fast, if you want to do this for every frame, cache it somewhere

code: FTransform GetSourceToTargetTransform ( const [FName](API\Runtime\Core\UObject\FName) & SourceNode ) const


description: Item getters.

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


code: const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & GetTargetAssetSoftObjectPtr() const


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


description: Update data from assets

code: void RefreshDataFromAssets()


description: Get reverse node mapping table { target, source }

code: void GetTargetToSourceMappingTable ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > & OutMappingTable ) const


description: Asset setters.

code: void SetSourceAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceAsset )


code: UNodeMappingContainer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: void SetTargetAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InTargetAsset )


className: UNodeMappingContainer

description: Node Mapping Container Class This saves source items, and target items, and mapping between Used by Retargeting, Control Rig mapping. Will need to improve interface better

code: class UNodeMappingContainer : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UNodeMappingProviderInterface

code: class UNodeMappingProviderInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: UNodeMappingProviderInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Deprecated* Please use AddOrUpdatePose that takes aFName.

code: void AddOrUpdatePose ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & PoseName, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent, bool bUpdateCurves )


code: void AddOrUpdatePose ( const [FName](API\Runtime\Core\UObject\FName) & PoseName, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent, bool bUpdateCurves )


description: After any update to SourceLocalPoses, this does update runtime data.

code: void AddOrUpdatePose &40; const FName & PoseName, const TArray< FName > & TrackNames, const TArray< FTransform > & LocalTransform, const TArray< float > & CurveValues &41;


description: Deprecated* Please use AddPoseWithUniqueName.

code: bool AddOrUpdatePoseWithUniqueName ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent, [FSmartName](API\Runtime\Engine\Animation\FSmartName) * OutPoseName )


code: [FName](API\Runtime\Core\UObject\FName) AddPoseWithUniqueName ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent )


description: Deprecated* Please use AddReferencePose that takes aFName.

code: void AddReferencePose ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & PoseName, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & ReferenceSkeleton )


code: void AddReferencePose ( const [FName](API\Runtime\Core\UObject\FName) & PoseName, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & ReferenceSkeleton )


description: Deprecated* Please use ContainsPose that takes aFName.

code: bool ContainsPose ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & InPoseName ) const


code: bool ContainsPose ( const [FName](API\Runtime\Core\UObject\FName) & InPoseName ) const


description: Deprecated* Please use CreatePoseFromAnimation that takes a ptr to an array of FNames.

code: void CreatePoseFromAnimation ( class [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [TArray](API\Runtime\Core\Containers\TArray)< [FSmartName](API\Runtime\Engine\Animation\FSmartName) > * InPoseNames )


code: void CreatePoseFromAnimation ( class [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * InPoseNames )


code: bool ConvertSpace ( bool bNewAdditivePose, int32 NewBasePoseInde )


code: int32 DeletePoses ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > PoseNamesToDelete )


code: int32 DeleteCurves ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > CurveNamesToDelete )


className: FOnPoseListChangedMulticaster

code: typedef TMulticastDelegate_NoParams< void > FOnPoseListChangedMulticaster


description: Retrieve all animations that are used by this asset

code: virtual bool GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimationSequences, bool bRecursive )


description: This is utility function that just cares by names to be used by live link this isn't fast. Use it at your caution

code: void GetAnimationCurveOnly ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InCurveNames, [TArray](API\Runtime\Core\Containers\TArray)< float > & InCurveValues, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutCurveNames, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutCurveValues ) const


description: Get Animation Pose from one pose of PoseIndex and with PoseWeight This returns OutPose and OutCurve of one pose of PoseIndex with PoseWeight

code: bool GetAnimationPose ( struct [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


code: bool GetAnimationPose ( struct [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurve, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


description: Deprecated* Use GetBaseAnimationPose with other signature

code: void GetBaseAnimationPose ( struct [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData ) const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


code: void GetBaseAnimationPose ( struct [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurve ) const


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


description: Util to return transform of a bone from the pose asset in component space, by walking up tracks in pose asset */

code: FTransform GetComponentSpaceTransform ( [FName](API\Runtime\Core\UObject\FName) BoneName, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & LocalTransforms ) const


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


description: Deprecated* Please use GetCurveFNames.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSmartName](API\Runtime\Engine\Animation\FSmartName) > GetCurveNames() const


code: const int32 GetCurveIndexByName ( const [FName](API\Runtime\Core\UObject\FName) & InCurveName ) const


description: Returns base pose name, only valid when additive, NAME_None indicates reference pose


description:
Return value of a curve for a particular pose
Returns true if OutValue is valid, false if not

code: bool GetCurveValue ( const int32 PoseIndex, const int32 CurveIndex, float & OutValue ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< float > GetCurveValues ( const int32 PoseIndex ) const


description: Return full (local space, non additive) pose. Will do conversion if PoseAsset is Additive.

code: bool GetFullPose ( int32 PoseIndex, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutTransforms ) const


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


code: const int32 GetPoseIndexByName ( const [FName](API\Runtime\Core\UObject\FName) & InBasePoseName ) const


code: const [FName](API\Runtime\Core\UObject\FName) GetPoseNameByIndex ( int32 InBasePoseIndex ) const


description: Deprecated* Please use GetPoseFNames.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSmartName](API\Runtime\Engine\Animation\FSmartName) > GetPoseNames() const


description: Returns the name of all contained poses

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


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


description: Find index of a track with a given bone name. Returns INDEX_NONE if not found.

code: const int32 GetTrackIndexByName ( const [FName](API\Runtime\Core\UObject\FName) & InTrackName ) const


description: Deprecated* Please use GetUniquePoseName.

code: static [FSmartName](API\Runtime\Engine\Animation\FSmartName) GetUniquePoseSmartName ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )


description: Deprecated* Please use GetUniquePoseName scoped to this pose asset.

code: static [FName](API\Runtime\Core\UObject\FName) GetUniquePoseName ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )


code: static [FName](API\Runtime\Core\UObject\FName) GetUniquePoseName ( [UPoseAsset](API\Runtime\Engine\Animation\UPoseAsset) * PoseAsset )


code: virtual bool HasRootMotion() const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Return true if this is valid additive animation false otherwise

code: virtual bool IsValidAdditive() const


code: bool ModifyPoseName ( [FName](API\Runtime\Core\UObject\FName) OldPoseName, [FName](API\Runtime\Core\UObject\FName) NewPoseName )


description: Deprecated* Please use ModifyPoseName that does not take a UID.

code: bool ModifyPoseName ( [FName](API\Runtime\Core\UObject\FName) OldPoseName, [FName](API\Runtime\Core\UObject\FName) NewPoseName, const [SmartName::UID_Type](API\Runtime\Engine\UID_Type) * NewUID )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Registers a delegate to be called after the preview animation has been changed

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnPoseListChanged ( const [FOnPoseListChanged](API\Runtime\Engine\Animation\UPoseAsset\FOnPoseListChanged) & Delegate )


code: virtual void RemapTracksToNewSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * NewSkeleton, bool bConvertSpaces )


description: Deprecated* Please use RemovePoseOrCurveNames.

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


description: Renames a specific pose

code: void RenamePose ( const [FName](API\Runtime\Core\UObject\FName) & OriginalPoseName, const [FName](API\Runtime\Core\UObject\FName) & NewPoseName )


description: Rename poses or curves using the names supplied.

code: void RenamePoseOrCurveName ( const [FName](API\Runtime\Core\UObject\FName) & InOriginalName, const [FName](API\Runtime\Core\UObject\FName) & InNewName )


description: Deprecated* Please use RenamePoseOrCurveName.

code: void RenameSmartName ( const [FName](API\Runtime\Core\UObject\FName) & InOriginalName, const [FName](API\Runtime\Core\UObject\FName) & InNewName )


description: Remove poses or curves using the names supplied.

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


description: Replace this assets references to other animations based on ReplacementMap

code: virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & ReplacementMap )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


description: Unregisters a delegate to be called after the preview animation has been changed

code: void UnregisterOnPoseListChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Handle )


description: Set base pose index by name, NAME_None indicates reference pose - returns true if set successfully

code: bool SetBasePoseName ( const [FName](API\Runtime\Core\UObject\FName) & NewBasePoseName )


description: Contained poses are re-generated from the provided Animation Sequence

code: void UpdatePoseFromAnimation ( class [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence )


code: UPoseAsset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPoseAsset

description: Pose Asset that can be blended by weight of curves

code: class UPoseAsset : public [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset)

RetargetSource

description: Base pose to use when retargeting

RetargetSourceAsset

type: TSoftObjectPtr<...

description: If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting.

RetargetSourceAssetReferencePose

type: TArray< FTransf...

description: When using RetargetSourceAsset, use the post stored here

SourceAnimation

type: TObjectPtr<UAn...

SourceAnimationRawDataGUID

type: FGuid

description: GUID cached when the contained poses were last updated according to SourceAnimation - used to keep track of out-of-date/sync data


code: UPreviewCollectionInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPreviewCollectionInterface

code: class UPreviewCollectionInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Returns the positional keys contained by theFRawAnimSequenceTrack

code: static [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetPositionalKeys ( const [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & Track )


description: Returns the rotational keys contained by theFRawAnimSequenceTrack

code: static [TArray](API\Runtime\Core\Containers\TArray)< FQuat > GetRotationalKeys ( const [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & Track )


description: Returns the scale keys contained by theFRawAnimSequenceTrack

code: static [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetScaleKeys ( const [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & Track )


className: URawAnimSequenceTrackExtensions

code: class URawAnimSequenceTrackExtensions : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: This is called when you know both flags - called by post serialize and import

code: void AccumulateCurveMetaData ( [FName](API\Runtime\Core\UObject\FName) CurveName, bool bMaterialSet, bool bMorphtargetSet )


code: virtual void AddAssetUserData ( [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * InUserData )


code: void AddCompatibleSkeleton ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SourceSkeleton )


code: void AddCompatibleSkeletonSoft ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [USkeleton](API\Runtime\Engine\Animation\USkeleton) > & SourceSkeleton )


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) CurveName )


description: Adds a new anim notify to the cached AnimationNotifies array.

code: void AddNewAnimationNotify ( [FName](API\Runtime\Core\UObject\FName) NewAnimNotifyName )


code: bool AddNewVirtualBone ( const [FName](API\Runtime\Core\UObject\FName) SourceBoneName, const [FName](API\Runtime\Core\UObject\FName) TargetBoneName )


code: bool AddNewVirtualBone ( const [FName](API\Runtime\Core\UObject\FName) SourceBoneName, const [FName](API\Runtime\Core\UObject\FName) TargetBoneName, [FName](API\Runtime\Core\UObject\FName) & NewVirtualBoneName )


description: Returns true if Group is added, false if it already exists

code: bool AddSlotGroupName ( const [FName](API\Runtime\Core\UObject\FName) & InNewGroupName )


description: Deprecated* Please use AddCurveMetaData.

code: bool AddSmartNameAndModify ( [FName](API\Runtime\Core\UObject\FName) ContainerName, [FName](API\Runtime\Core\UObject\FName) NewDisplayName, [FSmartName](API\Runtime\Engine\Animation\FSmartName) & NewName )


className: AnimCurveMapping

description: Cached ptr to the persistent AnimCurveMapping

code: static [FSmartNameMapping](API\Runtime\Engine\Animation\FSmartNameMapping) * AnimCurveMapping = nullptr;


className: AnimCurveMappingName

code: static const [FName](API\Runtime\Core\UObject\FName) AnimCurveMappingName = FName(TEXT("AnimationCurves"));


className: AnimCurveUID

description: DEPRECATED - no longer used.


className: AnimNotifyTag

description: Asset registry information for animation notifies.

code: static const [FName](API\Runtime\Core\UObject\FName) AnimNotifyTag = FName(TEXT("AnimNotifyList"));


className: AnimNotifyTagDelimiter

code: static const [FString](API\Runtime\Core\Containers\FString) AnimNotifyTagDelimiter = TEXT(";");


className: AnimSyncMarkerTag

description: Asset registry information for animation sync markers.

code: static const [FName](API\Runtime\Core\UObject\FName) AnimSyncMarkerTag = FName(TEXT("AnimSyncMarkerList"));


className: AnimTrackCurveMappingName

code: static const [FName](API\Runtime\Core\UObject\FName) AnimTrackCurveMappingName = FName(TEXT("AnimationTrackCurves"));


className: AnimSyncMarkerTagDelimiter

code: static const [FString](API\Runtime\Core\Containers\FString) AnimSyncMarkerTagDelimiter = TEXT(";");


className: AreAllSkeletonsCompatibleDelegate

description: Global compatibility delegate, used to override skeleton compatibility. If this returns true, no additional compatibility checks are made.


description: Build Look up between SkinnedAsset to BoneTreeIndexof LinkupCache that this SkelMesh is linked to

code: int32 BuildLinkup ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: void CallbackRetargetSourceChanged()


description: Clears all cache data

code: void ClearCacheData()


description: Collect animation notifies that are referenced in all animations that use this skeleton (uses the asset registry). Updates the cached AnimationNotifies array.

code: void CollectAnimationNotifies()


description: Collect animation notifies that are referenced in all animations that use this skeleton (uses the asset registry).

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


className: CompatibleSkeletonsNameTag

description: Asset registry information for compatible skeletons.

code: static const [FName](API\Runtime\Core\UObject\FName) CompatibleSkeletonsNameTag = FName(TEXT("CompatibleSkeletonList"));


code: bool ContainsSlotName ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName ) const


className: CompatibleSkeletonsTagDelimiter

code: static const [FString](API\Runtime\Core\Containers\FString) CompatibleSkeletonsTagDelimiter = TEXT(";");


description: Remove this function when VER_UE4_REFERENCE_SKELETON_REFACTOR is removed.

code: void ConvertToFReferenceSkeleton()


description: Create a new blend profile with the specified name

code: [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * CreateNewBlendProfile ( const [FName](API\Runtime\Core\UObject\FName) & InProfileName )


description:
Create Reference Skeleton From the given Mesh
true if successful

code: bool CreateReferenceSkeletonFromMesh ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RequiredRefBones )


className: CurveNameTag

description: Asset registry information for animation curves.

code: static const [FName](API\Runtime\Core\UObject\FName) CurveNameTag = FName(TEXT("CurveNameList"));


className: DefaultCurveUIDList

code: static [TArray](API\Runtime\Core\Containers\TArray)< uint16 > DefaultCurveUIDList;


className: CurveTagDelimiter

code: static const [FString](API\Runtime\Core\Containers\FString) CurveTagDelimiter = TEXT(";");


description:
Check if Parent Chain Matches between BoneTree, and SkinnedAsset Meaning if BoneTree has A->B->C (top to bottom) and if SkinnedAsset has A->C It will fail since it's missing B We ensure this chain matches to play animation properly
true if matches till root. false if not.

code: bool DoesParentChainMatch ( int32 StartBoneTreeIndex, const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset ) const


className: FBoneTreeType

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FBoneNode](API\Runtime\Engine\Animation\FBoneNode) > FBoneTreeType


code: [FAnimSlotGroup](API\Runtime\Engine\Animation\FAnimSlotGroup) * FindAnimSlotGroup ( const [FName](API\Runtime\Core\UObject\FName) & InGroupName )


code: const [FAnimSlotGroup](API\Runtime\Engine\Animation\FAnimSlotGroup) * FindAnimSlotGroup ( const [FName](API\Runtime\Core\UObject\FName) & InGroupName ) const


description: Find the first compatible mesh for this skeleton

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * FindCompatibleMesh() const


code: [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * FindSocket ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


code: [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * FindSocketAndIndex ( [FName](API\Runtime\Core\UObject\FName) InSocketName, int32 & OutIndex ) const


className: FOnRetargetSourceChangedMulticaster

code: typedef TMulticastDelegate_NoParams< void > FOnRetargetSourceChangedMulticaster


className: FOnSkeletonHierarchyChangedMulticaster

code: typedef TMulticastDelegate_NoParams< void > FOnSkeletonHierarchyChangedMulticaster


className: FSmartNamesChangedEvent

code: class FSmartNamesChangedEvent : public TBaseMulticastDelegate_NoParams< void >


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

code: void ForEachCurveMetaData ( [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 additional skeletal meshes we use when previewing this skeleton

code: [UDataAsset](API\Runtime\Engine\Engine\UDataAsset) * GetAdditionalPreviewSkeletalMeshes() const


description: Return version of AnimCurveUidVersion

code: uint16 GetAnimCurveUidVersion() const


code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetAssetPreviewMesh ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset )


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * > * GetAssetUserDataArray() const


code: virtual [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * GetAssetUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Get the specified blend profile by name

code: [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * GetBlendProfile ( const [FName](API\Runtime\Core\UObject\FName) & InProfileName )


code: [EBoneTranslationRetargetingMode::Type](API\Runtime\Engine\Animation\EBoneTranslationRetargetingMode_-) GetBoneTranslationRetargetingMode ( const int32 BoneTreeIdx, bool bDisableRetargeting ) const


code: int32 FindRigBoneMapping ( const [FName](API\Runtime\Core\UObject\FName) & NodeName ) const


description: Get List of Child Bones of the ParentBoneIndex

code: int32 GetChildBones ( int32 ParentBoneIndex, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Children ) const


description: Get compatible assets given the asset's class and skeleton tag.

code: void GetCompatibleAssets ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass, const TCHAR * InTag, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssets ) const


description: Get all skeleton assets that are compatible with this skeleton (not just the internal list, but also reciprocally and implicitly compatible skeletons)

code: void GetCompatibleSkeletonAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssets ) const


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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [USkeleton](API\Runtime\Engine\Animation\USkeleton) > > & GetCompatibleSkeletons() const


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


description: Deprecated* Please use GetCurveMetaData with anFName.

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


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


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


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: Deprecated* This function is no longer used

code: const [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & GetDefaultCurveUIDList() const


description: Get existing (seen) sync marker names for this Skeleton.

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


code: const [FGuid](API\Runtime\Core\Misc\FGuid) GetGuid() const


description: This make sure it stays within the valid range

code: int32 GetMappedValidNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutValidNodeNames )


description: Get Reference BoneIndexfrom Bone TreeIndexIndexof BoneTreeIndex

code: int32 GetMeshBoneIndexFromSkeletonBoneIndex ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, const int32 SkeletonBoneIndex )


description: Find a mesh linkup table (mapping of skeleton bone tree indices to refpose indices) for a particular SkinnedAsset If one does not already exist, create it now.

code: int32 GetMeshLinkupIndex ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset )


description: the number of curve metadata entries

code: int32 GetNumCurveMetaData() const


code: virtual [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh ( bool bFindIfNotSet )


description: Get the preview mesh for this asset

code: virtual [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh() const


description: Get Track index of InAnimSeq for the BoneTreeIndex of BoneTree this is slow, and it's not supposed to be used heavilyIndexof Track of Animation Sequence

code: int32 GetRawAnimationTrackIndex ( const int32 InSkeletonBoneIndex, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSeq )


description: Accessor to Reference Skeleton to make data read only

code: const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetReferenceSkeleton() const


description:
Find a retarget source for a particular mesh.
NAME_None if a retarget source was not found, or a valid name if it was

code: [FName](API\Runtime\Core\UObject\FName) GetRetargetSourceForMesh ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset ) const


description: Get all the retarget source names for this skeleton.

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


description:
Get the local-space ref pose for the specified retarget source.
the transforms for the retarget source reference pose. If the retarget source is not found, this returns the skeleton's reference pose.

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


code: [FName](API\Runtime\Core\UObject\FName) GetRigBoneMapping ( const [FName](API\Runtime\Core\UObject\FName) & NodeName ) const


code: [FName](API\Runtime\Core\UObject\FName) GetRigNodeNameFromBoneName ( const [FName](API\Runtime\Core\UObject\FName) & BoneName ) const


description: Get Bone TreeIndexfrom Reference BoneIndexIndexof BoneTreeIndex

code: int32 GetSkeletonBoneIndexFromMeshBoneIndex ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, const int32 MeshBoneIndex )


description: Deprecated* Please useUE::Anim::FSkeletonRemappingRegistry::GetRemapping.

code: const [FSkeletonRemapping](API\Runtime\Engine\Animation\FSkeletonRemapping) * GetSkeletonRemapping ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SourceSkeleton ) const


code: [FName](API\Runtime\Core\UObject\FName) GetSlotGroupName ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName ) const


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


code: bool GetSmartNameByName ( const [FName](API\Runtime\Core\UObject\FName) & ContainerName, const [FName](API\Runtime\Core\UObject\FName) & InName, [FSmartName](API\Runtime\Engine\Animation\FSmartName) & OutSmartName ) const


code: bool GetSmartNameByUID ( const [FName](API\Runtime\Core\UObject\FName) & ContainerName, [SmartName::UID_Type](API\Runtime\Engine\UID_Type) UID, [FSmartName](API\Runtime\Engine\Animation\FSmartName) & OutSmartName ) const


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


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


description: Accessor for the array of virtual bones on this skeleton

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


description: Call this when the skeleton has changed to fix dependent assets

code: void HandleSkeletonHierarchyChange()


description: Deprecated* Compatibility is now an editor-only concern. Please use IsCompatibleForEditor.

code: bool IsCompatible ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton ) const


description: Check if this skeleton is compatible with another skeleton asset that is identified by the string returned by AssetData(SkeletonPtr).GetExportTextName().

code: bool IsCompatibleForEditor ( const [FString](API\Runtime\Core\Containers\FString) & SkeletonAssetString ) const


description: Check if animation content authored on the supplied skeleton may be played on this skeleton. Note that animations may not always be correct if they were not authored on this skeleton, and may require retargeting or other fixup.

code: bool IsCompatibleForEditor ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton ) const


description: Check if this skeleton is compatible with a given other asset, if that is a skeleton.

code: bool IsCompatibleForEditor ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const TCHAR * InTag ) const


description: Returns true

code: bool IsCompatibleMesh ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, bool bDoParentChainCheck ) const


code: bool IsCompatibleSkeletonByAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const TCHAR * InTag ) const


code: bool IsCompatibleSkeletonByAssetString ( const [FString](API\Runtime\Core\Containers\FString) & SkeletonAssetString ) const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description:
Note that this bonetree can't ever clear up because doing so will corrupt all animation data that was imported based on this If nothing exists, it will build new bone tree
true if success

code: bool MergeAllBonesToBoneTree ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset )


description: Load any additional meshes we may have


code: bool MergeBonesToBoneTree ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RequiredRefBones )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Rebuild Look up between SkelMesh to BoneTree - this should only get called when SkelMesh is re-imported or so, where the mapping may be no longer valid

code: void RebuildLinkup ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset )


description:
This will invalidate all animations that were linked before, but this is needed
true if success

code: bool RecreateBoneTree ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset )


description: Refresh All Retarget Sources

code: void RefreshAllRetargetSources()


description: Verify if it has all latest data

code: void RefreshRigConfig()


description: Register a new sync marker name.

code: void RegisterMarkerName ( [FName](API\Runtime\Core\UObject\FName) MarkerName )


description: Registers a delegate to be called after the preview animation has been changed

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnRetargetSourceChanged ( const [FOnRetargetSourceChanged](API\Runtime\Engine\Animation\USkeleton\FOnRetargetSourceChanged) & Delegate )


description: Register a slot name. Return true if a slot was registered, false if it was already registered.

code: bool RegisterSlotNode ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName )


description: Registers a delegate to be called after notification has changed

code: void RegisterOnSkeletonHierarchyChanged ( const [FOnSkeletonHierarchyChanged](API\Runtime\Engine\Animation\USkeleton\FOnSkeletonHierarchyChanged) & Delegate )


description: Removes an anim notify from the cached AnimationNotifies array.

code: void RemoveAnimationNotify ( [FName](API\Runtime\Core\UObject\FName) AnimNotifyName )


description: Removes the supplied bones from the skeleton

code: void RemoveBonesFromSkeleton ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BonesToRemove, bool bRemoveChildBones )


code: void RemoveCompatibleSkeleton ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SourceSkeleton )


code: void RemoveCompatibleSkeleton ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [USkeleton](API\Runtime\Engine\Animation\USkeleton) > & SourceSkeleton )


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: Remove Link up cache for the SkelMesh

code: void RemoveLinkup ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset )


description: Remove a sync marker name.

code: bool RemoveMarkerName ( [FName](API\Runtime\Core\UObject\FName) MarkerName )


code: void RemoveSlotGroup ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName )


description: Edits/removes slot group data WARNING: Does not verify that the names aren't used anywhere - if it isn't checked by the caller the names will be recreated when referencing assets load again.

code: void RemoveSlotName ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName )


description: Deprecated* Please use RemoveCurveMetaData.

code: void RemoveSmartnameAndModify ( [FName](API\Runtime\Core\UObject\FName) ContainerName, [SmartName::UID_Type](API\Runtime\Engine\UID_Type) Uid )


code: void RemoveSmartnamesAndModify ( [FName](API\Runtime\Core\UObject\FName) ContainerName, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Names )


code: virtual void RemoveUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


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


description: Renames an anim notify.

code: void RenameAnimationNotify ( [FName](API\Runtime\Core\UObject\FName) OldAnimNotifyName, [FName](API\Runtime\Core\UObject\FName) NewAnimNotifyName )


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: Rename a sync marker name.

code: bool RenameMarkerName ( [FName](API\Runtime\Core\UObject\FName) InOldName, [FName](API\Runtime\Core\UObject\FName) InNewName )


code: void RenameSlotName ( const [FName](API\Runtime\Core\UObject\FName) & OldName, const [FName](API\Runtime\Core\UObject\FName) & NewName )


description: Deprecated* Please use RenameCurveMetaData.

code: bool RenameSmartnameAndModify ( [FName](API\Runtime\Core\UObject\FName) ContainerName, [SmartName::UID_Type](API\Runtime\Engine\UID_Type) Uid, [FName](API\Runtime\Core\UObject\FName) NewName )


code: void RenameVirtualBone ( const [FName](API\Runtime\Core\UObject\FName) OriginalBoneName, const [FName](API\Runtime\Core\UObject\FName) NewBoneName )


className: RigTag

description: Rig Configs

code: static PRAGMA_DISABLE_DEPRECATION_WARNINGS const [FName](API\Runtime\Core\UObject\FName) RigTag = FName(TEXT("Rig"));


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


description: Set the additional skeletal meshes we use when previewing this skeleton

code: void SetAdditionalPreviewSkeletalMeshes ( [UDataAsset](API\Runtime\Engine\Engine\UDataAsset) * InPreviewCollectionAsset )


code: void SetBoneTranslationRetargetingMode ( const int32 BoneIndex, [EBoneTranslationRetargetingMode::Type](API\Runtime\Engine\Animation\EBoneTranslationRetargetingMode_-) NewRetargetingMode, bool bChildrenToo )


code: bool SetRigBoneMapping ( const [FName](API\Runtime\Core\UObject\FName) & NodeName, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Set the preview mesh for this asset

code: virtual void SetPreviewMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * PreviewMesh, bool bMarkAsDirty )


code: void SetSlotGroupName ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName, const [FName](API\Runtime\Core\UObject\FName) & InGroupName )


description: Wrapper for !IsCompatibleForEditor, used as a convenience function for binding to FOnShouldFilterAsset in asset pickers.

code: bool ShouldFilterAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const TCHAR * InTag ) const


description: Unregisters a delegate to be called after the preview animation has been changed

code: void UnregisterOnRetargetSourceChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Handle )


code: void UnregisterOnSkeletonHierarchyChanged ( void * Unregister )


description:
If bClearAll is false, it will overwrite ref pose of bones that are found in InSkelMesh If bClearAll is true, it will reset all Reference Poses Note that this means it will remove transforms of extra bones that might not be found in this InSkinnedAsset
true if successful. false if InSkinnedAsset wasn't compatible with the bone hierarchy

code: void UpdateReferencePoseFromMesh ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset )


description: Update Retarget Source with given name

code: void UpdateRetargetSource ( const [FName](API\Runtime\Core\UObject\FName) InName )


description:
Makes sure all attached objects are valid and removes any that aren't.
NumberOfBrokenAssets

code: int32 ValidatePreviewAttachedObjects()


description: Deprecated* This function is no longer used

code: void VerifySmartName ( const [FName](API\Runtime\Core\UObject\FName) & ContainerName, [FSmartName](API\Runtime\Engine\Animation\FSmartName) & InOutSmartName )


code: USkeleton ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USkeleton

description: USkeleton: that links between mesh and animation

code: class USkeleton : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData), public [IInterface_PreviewMeshProvider](API\Runtime\Engine\Interfaces\IInterface_PreviewMeshProvider)

AnimationNotifies

type: TArray<FName>

description: AnimNotifiers that has been created.

AnimRetargetSources

type: TMap<FName,FR...

description: Serializable retarget sources for this skeleton

AssetUserData

type: TArray<TObject...

description: Array of user data stored with the asset

BlendProfiles

description: List of blend profiles available in this skeleton

BoneTree

type: TArray< struct ...

description: Skeleton bone tree - each contains name and parent index

CachedSoftObjectPtr

description: A cached soft object pointer of this skeleton.

CompatibleSkeletons

type: TArray<TSoftOb...

description: The list of compatible skeletons.

ExistingMarkerNames

description: Cached marker sync marker names (stripped for non editor)

Guid

description: Guid for skeleton

LinkupCache

description: Non-serialised cache of linkups between different skeletal meshes and this Skeleton.

LinkupCacheLock

type: FCriticalSectio...

description: Use this Lock everytime you change or access LinkupCache and SkelMesh2LinkupCache member.

OnSkeletonHierarchyChanged

type: FOnSkeletonHier...

PreviewAttachedAssetContainer

type: FPreviewAssetAt...

description: Attached assets component for this skeleton

ReferenceSkeleton

type: FReferenceSkele...

description: Reference Skeleton

Sockets

description: Array of named socket locations, set up in editor and used as a shortcut instead of specifying everything explicitly to AttachComponent in the SkeletalMeshComponent.

VirtualBoneGuid

description: Guid for virtual bones.

VirtualBones

type: TArray<FVirtua...

description: Array of this skeletons virtual bones.


code: void VerifySmartNames ( const [FName](API\Runtime\Core\UObject\FName) & ContainerName, [TArray](API\Runtime\Core\Containers\TArray)< [FSmartName](API\Runtime\Engine\Animation\FSmartName) > & InOutSmartNames )


description: Generates a DDC key that takes into account the current settings, selected codec, input anim sequence and TargetPlatform

code: void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: UVariableFrameStrippingSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UVariableFrameStrippingSettings

description: This is a wrapper for the Variable frame stripping Codec. It allows for the mass changing of settings on animation sequences in an editor accessible way.

code: class UVariableFrameStrippingSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

FrameStrippingRate

type: FPerPlatformInt

description: The number of Frames that are stripped down to one.

UseVariableFrameStripping

type: FPerPlatformBoo...

description: Enables the change from standard 1/2 frame stripping to stripping a higher amount of frames per frame kept


code: namespace VirtualBoneNameHelpers { [FString](API\Runtime\Core\Containers\FString) VirtualBoneNameHelpers::AddVirtualBonePrefix ( const [FString](API\Runtime\Core\Containers\FString) & InName ) }


code: namespace VirtualBoneNameHelpers { [FName](API\Runtime\Core\UObject\FName) VirtualBoneNameHelpers::RemoveVirtualBonePrefix ( const [FString](API\Runtime\Core\Containers\FString) & InName ) }


code: namespace AnimationCompressionUtils { template<typename T> T AnimationCompressionUtils::Interpolate ( const T & A, const T & B, float Alpha ) }


description: Custom instantiation of Interpolate for FVectors

code: namespace AnimationCompressionUtils { template<> FVector3f AnimationCompressionUtils::Interpolate< FVector3f > ( const FVector3f & A, const FVector3f & B, float Alpha ) }


code: namespace AnimationCompressionUtils { template<> FVector3d AnimationCompressionUtils::Interpolate< FVector3d > ( const FVector3d & A, const FVector3d & B, float Alpha ) }


description: Custom instantiation of Interpolate for FQuats

code: namespace AnimationCompressionUtils { template<> FQuat4d AnimationCompressionUtils::Interpolate< FQuat4d > ( const FQuat4d & A, const FQuat4d & B, float Alpha ) }


code: namespace AnimationCompressionUtils { template<> FQuat4f AnimationCompressionUtils::Interpolate< FQuat4f > ( const FQuat4f & A, const FQuat4f & B, float Alpha ) }


code: namespace AnimationCompressionUtils { template<typename ValueType> ValueType AnimationCompressionUtils::UnalignedRead ( const void * Ptr ) }


description: Handles Byte-swapping incoming animation data from a MemoryReader

code: virtual void ByteSwapIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader )


description: Handles Byte-swapping outgoing animation data to an array of BYTEs

code: virtual void ByteSwapOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter )


description: Decompress all requested rotation components from an Animation Sequence

code: virtual void GetPoseRotations ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & Atoms, const BoneTrackArray & DesiredPairs, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext )


description: Decompress all requested translation components from an Animation Sequence

code: virtual void GetPoseScales ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & Atoms, const BoneTrackArray & DesiredPairs, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext )


code: virtual void GetPoseTranslations ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & Atoms, const BoneTrackArray & DesiredPairs, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext )


description:
Utility function to determine the two key indices to interpolate given a relative position in the animation
The rate at which to interpolate the two keys returned to obtain the final result.

code: static float TimeToIndex ( float SequenceLength, float RelativePos, int32 NumKeys, EAnimInterpolationType Interpolation, int32 & PosIndex0Out, int32 & PosIndex1Out )


code: static float TimeToIndex ( EAnimInterpolationType Interpolation, int32 NumberOfFrames, const uint8 * FrameTable, float RelativePos, int32 NumKeys, int32 & PosIndex0Out, int32 & PosIndex1Out )


description:
Handles the ByteSwap of compressed animation data on import
The adjusted Stream position after import.

code: virtual void ByteSwapRotationIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader, uint8 *& Stream, int32 NumKeys )


description:
Handles the ByteSwap of compressed animation data on export
The adjusted Stream position after export.

code: virtual void ByteSwapRotationOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter, uint8 *& Stream, int32 NumKeys )


code: virtual void ByteSwapScaleIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader, uint8 *& Stream, int32 NumKeys )


code: virtual void ByteSwapScaleOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter, uint8 *& Stream, int32 NumKeys )


code: virtual void ByteSwapTranslationIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader, uint8 *& Stream, int32 NumKeys )


code: virtual void ByteSwapTranslationOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter, uint8 *& Stream, int32 NumKeys )


description: Decompress the Rotation component of a BoneAtom

code: virtual void GetBoneAtomRotation ( FTransform & OutAtom, const [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


description: Decompress the Scale component of a BoneAtom

code: virtual void GetBoneAtomScale ( FTransform & OutAtom, const [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


description: Decompress the Translation component of a BoneAtom

code: virtual void GetBoneAtomTranslation ( FTransform & OutAtom, const [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


className: AnimEncodingLegacyBase

description: This class serves as the base toAEFConstantKeyLerpShared, introducing the per-track serialization methods called by ByteSwapIn/ByteSwapOut and individual GetBoneAtomRotation / GetBoneAtomTranslation calls, which GetBoneAtom calls on Seq.TranslationCodec or Seq.RotationCodec.

code: class AnimEncodingLegacyBase : public [AnimEncoding](API\Runtime\Engine\AnimEncoding)


className: AsyncTraceData

description: We use double buffer for trace data pool. FrameNumber % 2 = is going to be the one collecting NEW data CheckFWorldAsyncTraceStateto see how this is used. For now it is only double buffer, but it can be more.

code: struct AsyncTraceData : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)

AsyncTraceCompletionEvent

type: FGraphEventArra...

description: Thread completion event for batch

bAsyncAllowed

type: bool

description: If Execution is all done, set this to be true

NumQueuedOverlapData

description: Datum entries in OverlapData are persistent for efficiency.

NumQueuedTraceData

description: Datum entries in TraceData are persistent for efficiency.

OverlapData

type: TArray<TUnique...

TraceData

description: Data Buffer for each trace type - one for Trace/Sweep and one for Overlap


code: static bool BracePatternMatches ( const [FString](API\Runtime\Core\Containers\FString) & Pattern, int32 PatternStartIndex, int32 PatternEndIndex, const [FString](API\Runtime\Core\Containers\FString) & Part, int32 & PartIter )


code: static bool BracketPatternMatches ( const [FString](API\Runtime\Core\Containers\FString) & Pattern, int32 PatternStartIndex, int32 PatternEndIndex, TCHAR MatchChar )