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

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


description: Per-bone weighted blend operation for blendable attribute types

module: Engine

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


description: Per-bone weighted blend operation for non-blendable attribute types

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


description: EndIAttributeBlendOperatoroverrides Blend operation for blendable attribute types

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


description: Blend operation for non-blendable attribute types

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


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

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


description: Make additive operation for blendable attribute types

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


description: Make additive operation for non-blendable attribute types

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


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

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


description: Interpolate operation for blendable; non-step interpolated attribute types

code: template<typename Type> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TAttributeTypeTraits](API\Runtime\Engine\Animation\TAttributeTypeTraits)< Type >::IsBlendable &&![TAttributeTypeTraits](API\Runtime\Engine\Animation\TAttributeTypeTraits)< AttributeType >::StepInterpolate, void >::Type Interpolate_Internal ( const void * FromData, const void * ToData, float Alpha, void * InOutData ) const


description: Interpolate operation for non-blendable; step interpolated attribute types

code: template<typename Type> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TAttributeTypeTraits](API\Runtime\Engine\Animation\TAttributeTypeTraits)< Type >::IsBlendable||[TAttributeTypeTraits](API\Runtime\Engine\Animation\TAttributeTypeTraits)< AttributeType >::StepInterpolate, void >::Type Interpolate_Internal ( const void * FromData, const void * ToData, float Alpha, void * InOutData ) const


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

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


description: Override operation for blendable attribute types

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


description: Override operation for non-blendable attribute types

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


className: TAttributeBlendOperator

description: Default blend operator used for any registered attribute type, when no user-defined operator has been specified UsingTEnableIfto select appropriate behaviour according to TAttributeTypeTraits::IsBlendable value for AttributeType template

code: template<typename AttributeType> class TAttributeBlendOperator : public [UE::Anim::IAttributeBlendOperator](API\Runtime\Engine\Animation\IAttributeBlendOperator)


description:
Adds a new attribute type/value entry of the specified underlying AttributeType.
The ptr to the added and populated entry, to be used for populating the data, nullptr if adding it failed

code: template<typename AttributeType> AttributeType * Add ( const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId, const AttributeType & Attribute )


description:
Adds a new attribute type/value entry for the specified InScriptType.
The ptr to the added entry, to be used for populating the data, nullptr if adding it failed

code: uint8 * Add ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId )


description: Deprecated* Deprecated behaviour, see new API

code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> int32 AddBoneAttribute ( const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & AttributeInfo, const [DataType](API\Plugins\OptimusCore\DataType) & Value )


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> int32 AddBoneAttribute ( const BoneIndexType & BoneIndex, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, ECustomAttributeBlendType BlendType, const [DataType](API\Plugins\OptimusCore\DataType) & Value )


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> bool ContainsBoneAttribute ( uint32 BoneAttributeHash, int32 BoneIndexInt ) const


description: Returns whether or not any this container contains any entries

code: bool ContainsData() const


description: Copies all contained data from another Container instance using another memory allocator

code: template<typename OtherAllocator> void CopyFrom ( const [TAttributeContainer](API\Runtime\Engine\Animation\TAttributeContainer)< BoneIndexType, OtherAllocator > & Other )


description: Copies all contained data from another Container instance using the same memory allocator

code: void CopyFrom ( const [TAttributeContainer](API\Runtime\Engine\Animation\TAttributeContainer)< BoneIndexType, InAllocator > & Other )


code: template<class OtherBoneIndexType, typename OtherAllocator> void CopyFrom ( const [TAttributeContainer](API\Runtime\Engine\Animation\TAttributeContainer)< OtherBoneIndexType, OtherAllocator > & Other, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer )


description: Cleans out all contained entries and types

code: void Empty()


description:
Tries to find a attribute type/value entry of the specified AttributeType.
The ptr to the entry, to be used for modifying the data, nullptr if it was not found

code: template<typename AttributeType> AttributeType * Find ( const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId )


description:
Tries to find a attribute type/value entry of the specified AttributeType.
The ptr to the constant entry, nullptr if it was not found

code: template<typename AttributeType> const AttributeType * Find ( const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId ) const


description:
Tries to find a attribute type/value entry for the specified InScriptType.
The ptr to the entry, to be used for modifying the data, nullptr if it was not found

code: uint8 * Find ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId )


description:
Tries to find a attribute type/value entry for the specified InScriptType.
The ptr to the constant entry, nullptr if it was not found

code: const uint8 * Find ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId ) const


description:
Tries to find a attribute type/value entry of the specified AttributeType. Asserts when the attribute was not found.
Reference to the entry

code: template<typename AttributeType> const AttributeType & FindChecked ( const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId ) const


code: template<typename AttributeType> AttributeType & FindChecked ( const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId )


description:
Adds, if not yet existing, a new attribute type/value entry of the specified AttributeType.
The ptr to the added/existing entry, to be used for populating the data, nullptr if adding it failed

code: template<typename AttributeType> AttributeType * FindOrAdd ( const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId )


description:
Adds, if not yet existing, a new attribute type/value entry for the specified InScriptType.
The ptr to the added/existing entry, to be used for populating the data, nullptr if adding it failed

code: uint8 * FindOrAdd ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId )


description: Find or add a new root-level entry for the provided attribute data type, returning the index into the arrays representing the type

code: int32 FindOrAddTypeIndex ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct )


description: The TypeIndex for the specified InScriptStruct type, INDEX_NONE if not found

code: int32 FindTypeIndex ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) const


description:
Populate out parameter OutAttributeKeyNames for all contained attribute key names
bool, whether or not any attribute key names were present

code: template<typename ArrayAllocator> bool GetAllKeyNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName), ArrayAllocator > & OutAttributeKeyNames ) const


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> const [TArray](API\Runtime\Core\Containers\TArray)< [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) > & GetAttributeInfo() const


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> bool GetBoneAttribute ( const BoneIndexType & BoneIndex, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, [DataType](API\Plugins\OptimusCore\DataType) & OutValue ) const


description: Array of all the contained keys for the provided TypeIndex

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) > & GetKeys ( int32 TypeIndex ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) > & GetKeysInternal ( int32 TypeIndex )


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetUniqueBoneIndices() const


description: Unique bone indices for all contained entries of a specific attribute type

code: const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetUniqueTypedBoneIndices ( int32 TypeIndex ) const


description: Array of all the contained attribute types (UScriptStruct)

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) > > & GetUniqueTypes() const


description: Array of all the contained values for the provided TypeIndex

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWrappedAttribute](API\Runtime\Engine\Animation\TWrappedAttribute)< InAllocator > > & GetValues ( int32 TypeIndex ) const


description: Deprecated API

code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> [TArray](API\Runtime\Core\Containers\TArray)< [DataType](API\Plugins\OptimusCore\DataType) > & GetValuesArray()


description: Deprecated* Deprecated behaviour, see new API

code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> const [TArray](API\Runtime\Core\Containers\TArray)< [DataType](API\Plugins\OptimusCore\DataType), InAllocator > & GetValuesArray() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TWrappedAttribute](API\Runtime\Engine\Animation\TWrappedAttribute)< InAllocator > > & GetValuesInternal ( int32 TypeIndex )


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> int32 IndexOfBoneAttribute ( uint32 BoneAttributeHash, int32 BoneIndexInt ) const


description: Tries to find and return the indedx of a attribute type/value entry of the specified AttributeType.Indexto the entry, INDEX_NONE if not found

code: template<typename AttributeType> int32 IndexOfByKey ( const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId ) const


code: int32 IndexOfByKey ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId ) const


description: Moves all contained data from another Container instance, once moved the other Container instance data is invalid

code: void MoveFrom ( [TAttributeContainer](API\Runtime\Engine\Animation\TAttributeContainer)< BoneIndexType, InAllocator > & Other )


description: total number of attributes

code: int32 Num() const


code: bool operator!= ( const [TAttributeContainer](API\Runtime\Engine\Animation\TAttributeContainer)< BoneIndexType, InAllocator > & Other )


description:
Removes, if existing, an attribute type/value entry of the specified AttributeType.
Whether or not the removal was succesful

code: template<typename AttributeType> bool Remove ( const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId )


description:
Removes, if existing, an attribute type/value entry for the specified InScriptType.
Whether or not the removal was succesful

code: bool Remove ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId )


description:
Removes all, if existing, an attribute type/value entries of the specified AttributeType.
Whether or not the removal was succesful

code: template<typename AttributeType> bool RemoveAll()


description:
Removes all, if existing, an attribute type/value entries for the specified InScriptType.
Whether or not the removal was succesful

code: bool RemoveAll ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & InAttributeId )


className: TAttributeContainer

description: Runtime container for AnimationAttributes, providing aTMaplike interface. Used in FStack

code: template<class BoneIndexType, typename InAllocator> struct TAttributeContainer

AttributeIdentifiers

type: TArray<TArray<...

UniqueTypes

type: TArray<TWeakOb...


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) > & GetKeys ( [TAttributeContainer](API\Runtime\Engine\Animation\TAttributeContainer)< BoneIndexType, InAllocator > & Attributes, int32 TypeIndex )


className: TAttributeContainerAccessor

description: Accessor for internal data of theTAttributeContainer. TheTAttributeContainermethods are preferred - this accessor should only be used in limited situations

code: template<class BoneIndexType, typename InAllocator> struct TAttributeContainerAccessor


code: static [TArray](API\Runtime\Core\Containers\TArray)< [TWrappedAttribute](API\Runtime\Engine\Animation\TWrappedAttribute)< InAllocator > > & GetValues ( [TAttributeContainer](API\Runtime\Engine\Animation\TAttributeContainer)< BoneIndexType, InAllocator > & Attributes, int32 TypeIndex )


className: IsBlendable

code: enum &123; IsBlendable = false &125;


code: template<> struct TAttributeTypeTraits< FNonBlendableFloatAnimationAttribute > : public [UE::Anim::TAttributeTypeTraitsBase< FNonBlendableFloatAnimationAttribute >](API\Runtime\Engine\Animation\TAttributeTypeTraitsBase)


code: template<> struct TAttributeTypeTraits< FNonBlendableIntegerAnimationAttribute > : public [UE::Anim::TAttributeTypeTraitsBase< FNonBlendableIntegerAnimationAttribute >](API\Runtime\Engine\Animation\TAttributeTypeTraitsBase)


description: Non blendable types

code: template<> struct TAttributeTypeTraits< FNonBlendableQuaternionAnimationAttribute > : public [UE::Anim::TAttributeTypeTraitsBase< FNonBlendableQuaternionAnimationAttribute >](API\Runtime\Engine\Animation\TAttributeTypeTraitsBase)


description: Non blendable types

code: template<> struct TAttributeTypeTraits< FNonBlendableTransformAnimationAttribute > : public [UE::Anim::TAttributeTypeTraitsBase< FNonBlendableTransformAnimationAttribute >](API\Runtime\Engine\Animation\TAttributeTypeTraitsBase)


description: Non blendable types

code: template<> struct TAttributeTypeTraits< FNonBlendableVectorAnimationAttribute > : public [UE::Anim::TAttributeTypeTraitsBase< FNonBlendableVectorAnimationAttribute >](API\Runtime\Engine\Animation\TAttributeTypeTraitsBase)


className: TAttributeTypeTraits

code: template<class AttributeType> struct TAttributeTypeTraits : public [UE::Anim::TAttributeTypeTraitsBase< AttributeType >](API\Runtime\Engine\Animation\TAttributeTypeTraitsBase)


description: Determines whether or not the type should be blended, and is supported to do so. True by default

code: enum { IsBlendable = true }


className: RequiresNormalization

description: Determines whether or not the type should be normalized after any accumulation / multiplication has been applied. False by default

code: enum { RequiresNormalization = false }


className: StepInterpolate

description: Determines whether or not the type should be step-interpolated rather than linearly. False by default

code: enum { StepInterpolate = false }


className: WithCustomBlendOperator

description: Determines whether or not the type has an associated user-defined implementation ofIAttributeBlendOperator. False by default

code: enum { WithCustomBlendOperator = false }


className: TAttributeTypeTraitsBase

description: Set of type-traits, used by the AnimationAttributessystem to verify and implement certain behavior

code: template<class AttributeType> struct TAttributeTypeTraitsBase


code: enum &123; StepInterpolate = true &125;


description: Integer attribute is step-interpolated by default

code: template<> struct TAttributeTypeTraits< FIntegerAnimationAttribute > : public [UE::Anim::TAttributeTypeTraitsBase< FIntegerAnimationAttribute >](API\Runtime\Engine\Animation\TAttributeTypeTraitsBase)


code: enum &123; RequiresNormalization = true &125;


description: Quaternion attribute requires normalization

code: template<> struct TAttributeTypeTraits< FQuaternionAnimationAttribute > : public [UE::Anim::TAttributeTypeTraitsBase< FQuaternionAnimationAttribute >](API\Runtime\Engine\Animation\TAttributeTypeTraitsBase)


description: String attribute is not blend-able by default

code: template<> struct TAttributeTypeTraits< FStringAnimationAttribute > : public [UE::Anim::TAttributeTypeTraitsBase< FStringAnimationAttribute >](API\Runtime\Engine\Animation\TAttributeTypeTraitsBase)


description: Transform attribute requires normalization

code: template<> struct TAttributeTypeTraits< FTransformAnimationAttribute > : public [UE::Anim::TAttributeTypeTraitsBase< FTransformAnimationAttribute >](API\Runtime\Engine\Animation\TAttributeTypeTraitsBase)


description: Accumulate the input curve with input Weight

code: template<typename OtherAllocator, typename OtherElementType> void Accumulate ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & AdditiveCurve, float Weight )


className: AllocatorType

code: typedef InAllocatorType AllocatorType


description: If CurveToCombine contains a valid element, then the value in 'this' is overridden, otherwise the value is not modified.

code: template<typename OtherAllocator, typename OtherElementType> void Combine ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & CurveToCombine )


description: If 'this' does not contain a valid element, then the value in 'this' is set, otherwise the value is not modified.

code: template<typename OtherAllocator, typename OtherElementType> void CombinePreserved ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & CurveToCombine )


description: Convert current curves to Additive (this - BaseCurve) if overlapping entries are found

code: template<typename OtherAllocator, typename OtherElementType> void ConvertToAdditive ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & BaseCurve )


description: Copy elements between curves that have different allocators & element types. Does not copy filter.

code: template<typename OtherAllocator, typename OtherElementType> void CopyFrom ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & InCurveToCopyFrom )


description: Deprecated* Please use Get with a curve name or consider using one of the bulk APIs (e.g.UE::Anim::FCurveUtils::BulkGet)

code: float Get ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) InUid ) const


className: ElementType

code: typedef InElementType ElementType


description:
Get value of curve element named InName. Note that this performs a binary search per-call. Consider using a ForEach* or a bulk API call (e.g.UE::Anim::FCurveUtils::BulkGet) to get multiple element's values.
the value of the curve element. If this curve does not contain an element with the supplied name, returns 0.0

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


description: Deprecated* Please use Get with a curve name or consider using one of the bulk APIs (e.g.UE::Anim::FCurveUtils::BulkGet).

code: float Get ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) InUid, bool & OutIsValid, float InDefaultValue ) const


description:
Get Value of curve named InName with validation and default value Note that this performs a binary search per-call. Consider using a ForEach* or one of the bulk APIs (e.g.UE::Anim::FCurveUtils::BulkGet) call to get multiple element's flags.
the value of the curve element. If this curve does not contain an element with the supplied name, returns InDefaultValue

code: float Get ( [FName](API\Runtime\Core\UObject\FName) InName, bool & OutHasElement, float InDefaultValue ) const


description: Deprecated* This function has been removed.

code: int32 GetArrayIndexByUID ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) InUid ) const


description: Get the filter referenced by this curve.

code: const [UE::Anim::FCurveFilter](API\Runtime\Engine\Animation\FCurveFilter) * GetFilter() const


description: Deprecated* Element validity/enabled state is now handled viaUE::Anim::FCurveFilter.

code: static int32 GetValidElementCount ( [TArray](API\Runtime\Core\Containers\TArray)< uint16 > const * InUIDToArrayIndexLUT )


description: Deprecated* InitFrom can no longer be called with a LUT, please use another initialization method or just dont initialize the curve.

code: void InitFrom ( [TArray](API\Runtime\Core\Containers\TArray)< uint16 > const * InUIDToArrayIndexLUT )


description: Initialize from another curve. Just copies the filter and empties 'this'.

code: template<typename OtherAllocator, typename OtherElementType> void InitFrom ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & InCurveToInitFrom )


description: Deprecated* Please use InvalidateCurveWeight with a curve name

code: void InvalidateCurveWeight ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) InUid )


description:
Get flags for curve element named InName Note that this performs a binary search per-call. Consider using a ForEach* call to get multiple element's flags.
the flags of the curve element. If this curve does not contain an element with the supplied name, returnsUE::Anim::ECurveElementFlags::None

code: [UE::Anim::ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) GetFlags ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Invalidate value of the named curve

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


code: bool IsEnabled ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) InUid ) const


description: Deprecated* Curves are now always valid.

code: bool IsValid() const


description: Blend (A, B) using Alpha

code: template<typename AllocatorA, typename ElementTypeA, typename AllocatorB, typename ElementTypeB> void Lerp ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< AllocatorA, ElementTypeA > & A, const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< AllocatorB, ElementTypeB > & B, float Alpha )


description: Blend with Other using Alpha, same as Lerp

code: template<typename OtherAllocator, typename OtherElementType> void LerpTo ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & Other, float Alpha )


description: Mirror the values & flags of the two named curves if both exist. If only InName0 exists, InName0 will be renamed to InName1. If only InName1 exists, InName1 will be renamed to InName0.

code: void Mirror ( [FName](API\Runtime\Core\UObject\FName) InName0, [FName](API\Runtime\Core\UObject\FName) InName1 )


description: Once moved, source is invalid

code: void MoveFrom ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve) & CurveToMoveFrom )


description: Deprecated* Please useNum(). Element validity/enabled state is now handled viaUE::Anim::FCurveFilter.

code: int32 NumValid() const


description: Override with input curve

code: template<typename OtherAllocator, typename OtherElementType> void Override ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & CurveToOverrideFrom )


description: Override with input curve * weight

code: template<typename OtherAllocator, typename OtherElementType> void Override ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & CurveToOverrideFrom, float Weight )


description: Override with input curve, leaving input curve invalid

code: void OverrideMove ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve) & CurveToOverrideFrom )


description: Reserves memory for InNumElements

code: void Reserve ( int32 InNumElements )


description: Deprecated* Please use Set with a curve name or consider using one of the bulk APIs (e.g.UE::Anim::FCurveUtils::BulkSet).

code: void Set ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) InUid, float InValue )


description: Set value of curve named InName to InValue. Inserts a new value if an element for InName does not already exist. Note that this performs a binary search per-call and can potentially cause a re-sort. Consider using a combiner operation to set multiple element's values.

code: void Set ( [FName](API\Runtime\Core\UObject\FName) InName, float InValue )


description: Set the filter referenced by this curve.

code: void SetFilter ( const [UE::Anim::FCurveFilter](API\Runtime\Engine\Animation\FCurveFilter) * InFilter )


description: Set flags of curve named InName to InFlags. Inserts a new default value if an element for InName does not already exist and then sets its flags to InFlags. Note that this performs a binary search per-call and can potentially cause a re-sort. Consider using a combiner operation to set multiple element's flags.

code: void SetFlags ( [FName](API\Runtime\Core\UObject\FName) InName, [UE::Anim::ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) InFlags )


description: This doesn't blend but combines MAX(current value, CurveToCombine value)

code: template<typename OtherAllocator, typename OtherElementType> void UseMaxValue ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & CurveToCombine )


description: This doesn't blend but combinesMIN(current weight, CurveToCombine weight)

code: template<typename OtherAllocator, typename OtherElementType> void UseMinValue ( const [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< OtherAllocator, OtherElementType > & CurveToCombine )


className: TBaseBlendedCurve

description: This struct is used to create curve snap shot of current time when extracted

code: template<typename InAllocatorType, typename InElementType> struct TBaseBlendedCurve : public [UE::Anim::TNamedValueArray< InAllocatorType, InElementType >](API\Runtime\Engine\Animation\TNamedValueArray), public [UE::Anim::FBaseBlendedCurve_DEPRECATED](API\Runtime\Engine\Animation\FBaseBlendedCurve_DEPRECATED)


className: RangeType

code: enum &123; RangeType = 0 &125;


code: static constexpr underlying_type &40; EAnimAssetCurveFlags &41;


code: template<> struct TEnumRangeTraits< EAnimAssetCurveFlags >


code: static constexpr underlying_type &40; EAnimCurveType &41;


className: TEnumRangeTraits< EAnimCurveType >

code: template<> struct TEnumRangeTraits< EAnimCurveType >


code: void AcceptFileMapping &40; IMappedFileHandle &42; InMappedHandle, IMappedFileRegion &42; InMappedRegion, void &42; MallocPtr &41;


code: SizeType CalculateSlackGrow &40; SizeType NumElements, SizeType NumAllocatedElements, SIZE_T NumBytesPerElement &41; const


code: SizeType CalculateSlackReserve &40; SizeType NumElements, SIZE_T NumBytesPerElement &41; const


code: SizeType CalculateSlackShrink &40; SizeType NumElements, SizeType NumAllocatedElements, SIZE_T NumBytesPerElement &41; const


code: SIZE_T GetAllocatedSize &40; SizeType NumAllocatedElements, SIZE_T NumBytesPerElement &41; const


code: FScriptContainerElement &42; GetAllocation&40;&41; const


description: Moves the state of another allocator into this one. Assumes that the allocator is currently empty, i.e. memory may be allocated but any existing elements have already been destructed (if necessary).

code: void MoveToEmpty &40; ForAnyElementType & Other &41;


description: Default constructor.


description: Define the ResizeAllocation function with the regular alignment as exported to avoid bloat.

code: void ResizeAllocation &40; SizeType PreviousNumElements, SizeType NumElements, SIZE_T NumBytesPerElement &41;


code: ForAnyElementType &40; const ForAnyElementType & &41;


description: Destructor.


className: ForAnyElementType

code: class ForAnyElementType


code: ElementType &42; GetAllocation&40;&41; const


className: ForElementType

code: template<typename ElementType> class ForElementType : public [TMaybeMappedAllocator< Alignment >::ForAnyElementType](API\Runtime\Engine\Animation\TMaybeMappedAllocator\ForAnyElementType)


className: NeedsElementType

code: enum { NeedsElementType = false }


className: RequireRangeCheck

code: enum { RequireRangeCheck = true }


className: TMaybeMappedAllocator

code: template<uint32 Alignment> class TMaybeMappedAllocator


code: void AcceptOwnedBulkDataPtr ( [FOwnedBulkDataPtr](API\Runtime\CoreUObject\Serialization\FOwnedBulkDataPtr) * OwnedPtr, int32 Num )


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


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


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


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


className: TMaybeMappedArray

code: template<typename T, uint32 Alignment> class TMaybeMappedArray : public [TArray< T, TMaybeMappedAllocator< Alignment > >](API\Runtime\Core\Containers\TArray)


description: Add a named element. Note that this should only really be used when building a fresh value array, as using this during runtime can introduce duplicate values. Asserts in debug builds if duplicate values are present

code: template<typename... ArgTypes> void Add ( ArgTypes &&... Args )


code: typedef InAllocatorType AllocatorType


description: Add an array of named elements. Note that this should only really be used when building a fresh array, as using this during runtime can introduce duplicate values. Asserts in debug builds if duplicate values are present

code: void AppendNames ( TConstArrayView< [FName](API\Runtime\Core\UObject\FName) > InNameArray )


code: void AppendNames ( std::initializer_list< const [FName](API\Runtime\Core\UObject\FName) > InInputArgs )


description: Checks whether the sorting invariant is correct.

code: void CheckSorted() const


description: Checks whether the 'no duplicates' invariant is correct.

code: void CheckDuplicates() const


code: typedef InElementType ElementType


description: Reset the internal allocations

code: void Empty()


code: bool operator&40;&41; &40; const ElementType & InElement0, const ElementType & InElement1 &41; const


className: FElementSortPredicate

description: Sort byFName- Note: this is not stable across serialization.

code: struct FElementSortPredicate


description: Finds the element with the specified name (const)

code: const [ElementType](API\Runtime\Engine\Animation\TNamedValueArray\ElementType) * Find ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Finds the element with the specified name

code: [ElementType](API\Runtime\Engine\Animation\TNamedValueArray\ElementType) * Find ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Iterate over each element calling InPredicate for each. Predicate: (const ElementType&) -> void

code: template<typename PredicateType> void ForEachElement ( const PredicateType & InPredicate ) const


description:
Check whether an element is present for the supplied name Note that this performs a binary search per-call.
true if an element with the supplied name is present

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


description: Finds index of the element with the specified name, disregarding enabled state

code: int32 IndexOf ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: the number of elements

code: int32 Num() const


description: Reserves memory for InNumElements

code: void Reserve ( int32 InNumElements )


className: TNamedValueArray

description: Container of lazily-sorted name/value pairs. Used to perform efficient merge operations. Assumes that InElementType has an accessible member:FNameName.

code: template<typename InAllocatorType, typename InElementType> struct TNamedValueArray

bSorted

type: bool

description: Whether the elements are sorted.

Elements

type: TArray<Element...

description: Named elements, sorted by name.


description: Sorts the elements if they are not yet sorted.

code: void SortElementsIfRequired() const


className: Type

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


className: TNonConstArrayViewMaker

code: template<typename T> struct TNonConstArrayViewMaker


code: template<typename... TArgs> TOptionalScopedGraphMessage ( bool bInCondition, const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & InContext, TArgs &&... Args )


className: TOptionalScopedGraphMessage

description: Optionally pushes a message onto the shared context stack.

code: template<typename TGraphMessageType> struct TOptionalScopedGraphMessage : public [UE::Anim::FScopedGraphMessage](API\Runtime\Engine\Animation\FScopedGraphMessage)


code: template<typename... TArgs> TScopedGraphMessage ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & InContext, TArgs &&... Args )


className: TScopedGraphMessage

description: Pushes a message onto the shared context stack.

code: template<typename TGraphMessageType> struct TScopedGraphMessage : public [UE::Anim::FScopedGraphMessage](API\Runtime\Engine\Animation\FScopedGraphMessage)


className: WithCopy

code: enum &123; WithCopy = false &125;


code: template<> struct TStructOpsTypeTraits< FSkinWeightProfileManagerTickFunction > : public [TStructOpsTypeTraitsBase2< FSkinWeightProfileManagerTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


className: WithSerializer

code: enum &123; WithSerializer = true &125;


className: TStructOpsTypeTraits< FAnimCurveBase >

code: template<> struct TStructOpsTypeTraits< FAnimCurveBase > : public [TStructOpsTypeTraitsBase2< FAnimCurveBase >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithIdenticalViaEquality

code: enum &123; WithIdenticalViaEquality = true &125;


code: template<> struct TStructOpsTypeTraits< FAnimNodeFunctionRef > : public [TStructOpsTypeTraitsBase2< FAnimNodeFunctionRef >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithPureVirtual

code: enum &123; WithPureVirtual = true &125;


code: template<> struct TStructOpsTypeTraits< FAnimNode_CustomProperty > : public [TStructOpsTypeTraitsBase2< FAnimNode_CustomProperty >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithStructuredSerializeFromMismatchedTag = true &125;


code: template<> struct TStructOpsTypeTraits< FAnimNode_StateResult > : public [TStructOpsTypeTraitsBase2< FAnimNode_StateResult >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FAnimNotifyEvent > : public [TStructOpsTypeTraitsBase2< FAnimNotifyEvent >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithSerializerObjectReferences

code: static WithSerializerObjectReferences = EPropertyObjectReferenceType::None;


className: TStructOpsTypeTraits< FAnimSyncMarker >

code: template<> struct TStructOpsTypeTraits< FAnimSyncMarker > : public [TStructOpsTypeTraitsBase2< FAnimSyncMarker >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: TStructOpsTypeTraits< FAttributeCurve >

code: template<> struct TStructOpsTypeTraits< FAttributeCurve > : public [TStructOpsTypeTraitsBase2< FAttributeCurve >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Custom serializer required forFVariantarray.

code: template<> struct TStructOpsTypeTraits< FCustomAttribute > : public [TStructOpsTypeTraitsBase2< FCustomAttribute >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: TStructOpsTypeTraits< FFloatCurve >

code: template<> struct TStructOpsTypeTraits< FFloatCurve > : public [TStructOpsTypeTraitsBase2< FFloatCurve >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FPoseDataContainer > : public [TStructOpsTypeTraitsBase2< FPoseDataContainer >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FRawAnimSequenceTrack > : public [TStructOpsTypeTraitsBase2< FRawAnimSequenceTrack >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: TStructOpsTypeTraits< FSmartName >

code: template<> struct TStructOpsTypeTraits< FSmartName > : public [TStructOpsTypeTraitsBase2< FSmartName >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FSmartNameContainer > : public [TStructOpsTypeTraitsBase2< FSmartNameContainer >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithCopy = false &125;


code: enum &123; WithPostSerialize = true &125;


className: TStructOpsTypeTraits< FTransformCurve >

code: template<> struct TStructOpsTypeTraits< FTransformCurve > : public [TStructOpsTypeTraitsBase2< FTransformCurve >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithSerializer = true &125;


className: TStructOpsTypeTraits< FVectorCurve >

code: template<> struct TStructOpsTypeTraits< FVectorCurve > : public [TStructOpsTypeTraitsBase2< FVectorCurve >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: TUseBitwiseSwap< FInertializationPose >

code: template<> struct TUseBitwiseSwap< FInertializationPose >


className: Value

code: enum &123; Value = false &125;


description: Allocated memory buffer according to type size

code: void Allocate ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct )


code: template<typename AttributeType> void Allocate()


code: template<typename Type> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TIsFundamentalType](API\Runtime\Core\Templates\TIsFundamentalType)< Type >::Value, Type * >::Type GetPtr()


code: template<typename Type> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TIsFundamentalType](API\Runtime\Core\Templates\TIsFundamentalType)< Type >::Value, const Type * >::Type GetPtr() const


description: Returns typed const ptr to memory

code: template<typename Type> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsFundamentalType](API\Runtime\Core\Templates\TIsFundamentalType)< Type >::Value, const Type * >::Type GetPtr() const


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


description: Construct with allocates memory buffer according to type size

code: TWrappedAttribute ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct )


description: Returns typed ptr to memory

code: template<typename Type> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsFundamentalType](API\Runtime\Core\Templates\TIsFundamentalType)< Type >::Value, Type * >::Type GetPtr()


className: TWrappedAttribute

description: Helper struct to wrap and templated operate raw memory

code: template<typename InAllocator> struct TWrappedAttribute

StructMemory

type: TArray< uint8, ...


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

code: virtual bool IsValidAdditive() const


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

code: virtual bool IsValidAdditiveType ( EAdditiveAnimationType AdditiveType ) const


className: UAimOffsetBlendSpace

description: Blend Space. Contains a grid of data points with weights from sample points in the space An Aim Offset is an asset that stores a blendable series of poses to help a character aim a weapon.

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


description: Returns typed const reference to memory

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


code: UAimOffsetBlendSpace1D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Blend Space 1D. Contains 1 axis blend 'space' An Aim Offset is an asset that stores a blendable series of poses to help a character aim a weapon.

code: class UAimOffsetBlendSpace1D : public [UBlendSpace1D](API\Runtime\Engine\Animation\UBlendSpace1D)


code: virtual void InitializeFromCache ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UCachedAnalysisProperties](API\Editor\Persona\UCachedAnalysisProperties) > Cache )


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


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


code: virtual void MakeCache ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UCachedAnalysisProperties](API\Editor\Persona\UCachedAnalysisProperties) > & Cache, [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace )


className: UAnalysisProperties

description: The base class for properties to be used in analysis. Engine will inherit from this to define structures used for the functions it supports. User-defined functions will likely need their own analysis structures inheriting from this too.

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

Function

type: FString

description: Analysis function for this axis


code: void AddMetaData ( [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * MetaDataInstance )


description: Templatized version of FindMetaDataByClass that handles casting for you

code: template<class T> T * FindMetaDataByClass() const


description: Returns the first metadata of the specified class

code: [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * FindMetaDataByClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) > MetaDataClass ) const


description: Retrieve all animations that are used by this asset

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


code: const [UAssetMappingTable](API\Runtime\Engine\Animation\UAssetMappingTable) * GetAssetMappingTable() const


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


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 GetMaxCurrentTime()


code: virtual int32 GetMarkerUpdateCounter() 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 available Metadata within the animation asset

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * > & GetMetaData() const


code: virtual float GetPlayLength() const


description: Get the preview mesh for this asset

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


description: Get the preview mesh for this asset, non const. Allows the preview mesh to be modified if it is somehow invalid

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


code: [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() 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: Helper function for GetAllAnimationSequencesReferred, it adds itself first and call GetAllAnimationSEquencesReferred.

code: void HandleAnimReferenceCollection ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimationAssets, bool bRecursive )


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


code: virtual bool IsValidAdditive() const


code: virtual void OnSetSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * NewSkeleton )


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: virtual void RefreshParentAssetData()


code: bool RemapAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * SourceAsset, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * TargetAsset )


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


code: void RemoveMetaData ( [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * MetaDataInstance )


code: void RemoveMetaData ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * > MetaDataInstances )


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


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: Replace Skeleton

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


description: Deprecated* ResetSkeleton has been deprecated, use ReplaceSkeleton or SetSkeleton instead

code: void ResetSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * NewSkeleton )


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: Parent Asset related function. Used by editor

code: void SetParentAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InParentAsset )


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


description: Sets or updates the preview skeletal mesh

code: void SetPreviewSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * PreviewMesh )


code: void SetSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * NewSkeleton )


code: void SetSkeletonVirtualBoneGuid ( [FGuid](API\Runtime\Core\Misc\FGuid) Guid )


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: We have to update whenever we have anything loaded

code: void UpdateParentAsset()


description: Validate our stored data against our skeleton and update accordingly

code: void ValidateSkeleton()


className: UAnimationAsset

code: class UAnimationAsset : 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)

AssetMappingTable

type: TObjectPtr< cla...

description: Asset mapping table when ParentAsset is set

AssetUserData

type: TArray<TObject...

description: Array of user data stored with the asset

ChildrenAssets

description: Note this is transient as they're added as they're loaded

ParentAsset

description: Parent asset is used for AnimMontage when it derives all settings but remap animation asset.

PreviewPoseAsset

description: The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset

ThumbnailInfo

description: Information for thumbnail rendering


description: The targetUSkeletonfor the providedUAnimationAsset

code: static [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset )


className: UAnimationAssetExtensions

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


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


description: Gets the complete list of bone animation attribute names to consider for import. This includes the designated timecode animation attributes as well as other bone animation attributes identified in the settings.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetBoneCustomAttributeNamesToImport() const


description: Returns the project specific default frame-rate

code: const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & GetDefaultFrameRate() const


description: UObjectinterface

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


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


className: UAnimationSettings

description: Default animation settings.

code: class UAnimationSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

AttributeBlendModes

type: TMap<FName, EC...

description: Animation Attribute specific blend types (by name)

bEnablePerformanceLog

description: If true, recompression will log performance information

bEnforceSupportedFrameRates

description: Whether to enforce the project to only use entries from SupportedFrameRates for the animation assets, if disable will warn instead

bFirstRecompressUsingCurrentOrDefault

description: If true, then the animation will be first recompressed with it's current compressor if non-NULL, or with the global default compressor (specified in the engine ini) Also known as "Run Current Default Compressor"

bForceBelowThreshold

description: If true and the existing compression error is greater than Alternative Compression Threshold, then any compression technique (even one that increases the size) with a lower error will be used until it falls below the threshold

BoneCustomAttributesNames

type: TArray<FCustom...

description: List of animation attribute names to import directly on their corresponding bone names.

BoneNamesWithCustomAttributes

type: TArray<FString...

description: List of bone names for which all animation attributes are directly imported on the bone.

BoneTimecodeCustomAttributeNameSettings

type: FTimecodeCustom...

description: Names that identify bone animation attributes representing the individual components of a timecode and a subframe along with a take name.

bStripAnimationDataOnDedicatedServer

description: If true, animation track data will be stripped from dedicated server cooked data

bTickAnimationOnSkeletalMeshInit

description: If true, pre-4.19 behavior of zero-ticking animations during skeletal mesh init

CompressCommandletVersion

description: Compression version for recompress commandlet, bump this to trigger full recompressed, otherwise only new imported animations will be recompressed

DefaultAttributeBlendMode

type: ECustomAttribut...

description: Default Animation Attribute blend type

DefaultFrameRate

type: FFrameRate

description: Project specific default frame-rate used when (re)initializing any animation based data

ForceRecompression

description: If true, this will forcibly recompress every animation, this should not be checked in enabled

KeyEndEffectorsMatchNameArray

description: List of bone names to treat with higher precision, in addition to any bones with sockets

MirrorFindReplaceExpressions

type: TArray<FMirror...

description: Find and Replace Expressions used for mirroring

TransformAttributeNames

description: Names to match against when importing FBX node transform curves as attributes (can use ? and * wildcards)

UserDefinedStructAttributes

type: TArray<TSoftOb...

description: Register user defined structs as animation attributes


description: Returns true if this blueprints allows the given function to be overridden

code: virtual bool AllowFunctionOverride ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) *const InFunction ) const


description: Some Blueprints (and classes) can recompile while we are debugging a live session (play in editor). This function controls whether this can always occur. There are also editor preferences and project settings that can be used to opt-in other classes even when this returns false

code: virtual bool CanAlwaysRecompileWhilePlayingInEditor() const


description:
Fills in a list of differences between this blueprint and another blueprint. Default blueprints are handled bySBlueprintDiff, this should be overridden for specific blueprint types.
True if these blueprints were checked for specific differences, false if they are not comparable

code: virtual bool FindDiffs ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OtherBlueprint, [FDiffResults](API\Runtime\Engine\FDiffResults) & Results ) const


description: Finds the index of the specified group, or creates a new entry for it (unless the name is NAME_None, which will return INDEX_NONE)

code: int32 FindOrAddGroup ( [FName](API\Runtime\Core\UObject\FName) GroupName )


description: Returns the most base anim blueprint for a given blueprint (if it is inherited from another anim blueprint, returning null if only native / non-anim BP classes are it's parent)

code: static [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * FindRootAnimBlueprint ( const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * DerivedBlueprint )


className: FOnOverrideChangedMulticaster

code: typedef TMulticastDelegate_TwoParams< void, [FGuid](API\Runtime\Core\Misc\FGuid), [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > FOnOverrideChangedMulticaster


description: Inspects the hierarchy and looks for an override for the requested node GUID

code: [FAnimParentNodeAssetOverride](API\Runtime\Engine\Animation\FAnimParentNodeAssetOverride) * GetAssetOverrideForNode ( [FGuid](API\Runtime\Core\Misc\FGuid) NodeGuid, bool bIgnoreSelf ) const


description:
Inspects the hierarchy and builds a list of all asset overrides for this blueprint.
bool - Whether any overrides were found

code: bool GetAssetOverrides ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimParentNodeAssetOverride](API\Runtime\Engine\Animation\FAnimParentNodeAssetOverride) * > & OutOverrides )


description: Gets the class generated when this blueprint is compiled.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetBlueprintClass() const


description: Get the debug data for this anim BP

code: [FAnimBlueprintDebugData](API\Runtime\Engine\Animation\FAnimBlueprintDebugData) * GetDebugData() const


description: Returns the parent anim blueprint for a given blueprint (if it is inherited from another anim blueprint, returning null if only native / non-anim BP classes are it's parent)

code: static [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetParentAnimBlueprint ( const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * DerivedBlueprint )


code: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetPreviewAnimationBlueprint() const


description: Get the preview mesh for this asset

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


description: Get the preview mesh for this asset, non const. Allows the preview mesh to be modified if it is somehow invalid

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


description: Check if the anim BP is compatible with this one (for linked instancing). Checks target skeleton, template flags blueprint type. Note compatibility is directional - e.g. template anim BPs can be instanced within any 'regular' anim BP, but not vice versa

code: bool IsCompatible ( const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint ) const


description: Check if the anim instance is the active debug object for this anim BP

code: bool IsObjectBeingDebugged ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AnimInstance ) const


description: Whether or not this blueprint can be considered for a bytecode only compile

code: virtual bool IsValidForBytecodeOnlyRecompile() const


code: void NotifyOverrideChange ( [FAnimParentNodeAssetOverride](API\Runtime\Engine\Animation\FAnimParentNodeAssetOverride) & Override )


description: Check if the asset path of a skeleton, template and interface flags are compatible with this anim blueprint (for linked instancing)

code: bool IsCompatibleByAssetString ( const [FString](API\Runtime\Core\Containers\FString) & InSkeletonAsset, bool bInIsTemplate, bool bInIsInterface ) const


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: void RegisterOnOverrideChanged ( const [FOnOverrideChanged](API\Runtime\Engine\Animation\UAnimBlueprint\FOnOverrideChanged) & Delegate )


description: Sets the current object being debugged

code: virtual void SetObjectBeingDebugged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewObject )


description: Queue a refresh of the set of anim blueprint extensions that this anim blueprint hosts. Usually called from anim graph nodes to ensure that extensions that are no longer required are cleaned up.

code: void RequestRefreshExtensions()


code: void SetPreviewAnimationBlueprintApplicationMethod ( EPreviewAnimationBlueprintApplicationMethod InMethod )


description: Preview anim blueprint support

code: void SetPreviewAnimationBlueprint ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InPreviewAnimationBlueprint )


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


code: void SetPreviewAnimationBlueprintTag ( [FName](API\Runtime\Core\UObject\FName) InTag )


description: Should the generic blueprint factory work for this blueprint?

code: virtual bool SupportedByDefaultBlueprintFactory() const


description: Returns true if this blueprint supports animation layers

code: virtual bool SupportsAnimLayers() const


description: Returns true if this blueprint supports delegates

code: virtual bool SupportsDelegates() const


description: Returns true if this blueprint supports event graphs

code: virtual bool SupportsEventGraphs() const


description: true if the blueprint supports event binding for input events

code: virtual bool SupportsInputEvents() 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 )


code: void UnregisterOnOverrideChanged ( [SWidget](API\Runtime\SlateCore\Widgets\SWidget) * Widget )


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


description: Returns true if this blueprint supports macros

code: virtual bool SupportsMacros() const


className: UAnimBlueprint

description: An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. It can perform blending of animations, directly control the bones of the skeleton, and output a final pose for a Skeletal Mesh each frame.

code: class UAnimBlueprint : public [UBlueprint](API\Runtime\Engine\Engine\UBlueprint), public [IInterface_PreviewMeshProvider](API\Runtime\Engine\Interfaces\IInterface_PreviewMeshProvider)

bEnableLinkedAnimLayerInstanceSharing

type: uint8:  1

description: If true, linked animation layers will be instantiated only once per AnimClass instead of once per AnimInstance, AnimClass and AnimGroup.

bIsTemplate

description: This is an anim blueprint that acts as a set of template functionality without being tied to a specific skeleton.

bUseMultiThreadedAnimationUpdate

description: Allows this anim Blueprint to update its native update, blend tree, montages and asset players on a worker thread.

bWarnAboutBlueprintUsage

description: Selecting this option will cause the compiler to emit warnings whenever a call into Blueprint is made from the animation graph.

Groups

type: TArray<FAnimGr...

description: List of animation sync groups.

OnOverrideChanged

type: FOnOverrideChan...

description: Broadcast when an override is changed, allowing derived blueprints to be updated.

ParentAssetOverrides

type: TArray<FAnimPa...

description: Array of overrides to asset containing nodes in the parent that have been overridden.

PoseWatchFolders

description: Array of active pose watches (pose watches allows us to see the bone pose at a particular point of the anim graph and control debug draw for unselected anim nodes).

TargetSkeleton

type: TObjectPtr<USk...

description: This is the target skeleton asset for anim instances created from this blueprint; all animations referenced by the BP should be compatible with this skeleton.


description: Build the properties that we cache for our constant data.

code: void BuildConstantProperties()


description: Called either prior to generating the CDO (compile-on-load) or after loading the CDO.

code: virtual void ConformSparseClassData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Populates AnimBlueprintFunctions according to theUFunction(s)on this class.


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


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


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


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


description: Get the fixed names of our generated structs.


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


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


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


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


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


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


code: template<typename StructType> int32 GetLinkIDForNode ( const [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * Node, [EPropertySearchMode::Type](API\Runtime\Engine\Animation\EPropertySearchMode__Type) SearchMode )


description: Gets the remapped property index from the original UAnimGraphNode's GUID. Can be used to index the AnimNodeProperties array.

code: int32 GetNodeIndexFromGuid ( [FGuid](API\Runtime\Core\Misc\FGuid) Guid, [EPropertySearchMode::Type](API\Runtime\Engine\Animation\EPropertySearchMode__Type) SearchMode )


code: template<typename StructType> const int32 * GetNodePropertyIndexFromHierarchy ( const [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * Node )


code: template<typename StructType> const int32 * GetNodePropertyIndex ( const [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * Node, [EPropertySearchMode::Type](API\Runtime\Engine\Animation\EPropertySearchMode__Type) SearchMode )


description: Gets the property index from the original UAnimGraphNode's GUID. Does not remap to property order.

code: const int32 * GetNodePropertyIndexFromGuid ( [FGuid](API\Runtime\Core\Misc\FGuid) Guid, [EPropertySearchMode::Type](API\Runtime\Engine\Animation\EPropertySearchMode__Type) SearchMode )


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


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


description: Returns memory used to store temporary data on an instance, used by blueprints

code: virtual uint8 * GetPersistentUberGraphFrame ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FuncToCheck ) const


code: template<typename StructType> StructType & GetPropertyInstanceChecked ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * Node, [EPropertySearchMode::Type](API\Runtime\Engine\Animation\EPropertySearchMode__Type) SearchMode )


code: template<typename StructType> StructType * GetPropertyInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * Node, [EPropertySearchMode::Type](API\Runtime\Engine\Animation\EPropertySearchMode__Type) SearchMode )


code: template<typename StructType> StructType * GetPropertyInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FGuid](API\Runtime\Core\Misc\FGuid) NodeGuid, [EPropertySearchMode::Type](API\Runtime\Engine\Animation\EPropertySearchMode__Type) SearchMode )


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


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


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


code: template<typename StructType> [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetPropertyForNode ( const [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * Node, [EPropertySearchMode::Type](API\Runtime\Engine\Animation\EPropertySearchMode__Type) SearchMode )


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


description: Creates the field/property links and gets structure ready for use at runtime

code: virtual void Link ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bRelinkExistingProperties )


description: Called after Link to patch up references to the nodes in the CDO.

code: void LinkFunctionsToDefaultObjectNodes ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * DefaultObject )


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: Wraps thePostLoad()call for the class default object.

code: virtual void PostLoadDefaultObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Called during serialization to allow the class to stash any sparse class data that needs to be conformed against the archetype once the CDO is available.

code: virtual void PrepareToConformSparseClassData ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * SparseClassDataArchetypeStruct )


description:
Purges out the properties of this class in preparation for it to be regenerated
In editor, properties are not freed until DestroyPropertiesPendingDestruction is called.

code: virtual void PurgeClass ( bool bRecompilingOnLoad )


className: UAnimBlueprintGeneratedStruct

description: Struct type generated by the anim BP compiler. Used for sparse class data and mutable data area. Only really needed to hide the struct from the content browser (via IsAsset override)

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


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 )


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


className: UAnimBlueprintGeneratedClass

code: class UAnimBlueprintGeneratedClass : public [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass), public [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface)

AnimBlueprintDebugData

type: FAnimBlueprintD...

AnimBlueprintFunctions

type: TArray<FAnimBl...

description: The various anim functions that this class holds (created during GenerateAnimationBlueprintFunctions)

AnimNodeProperties

type: TArray<FStruct...

description: The arrays of anim nodes; this is transient generated data (created during Link)

AnimNotifies

type: TArray<FAnimNo...

description: A list of anim notifies that state machines (or anything else) may reference

BakedStateMachines

type: TArray<FBakedA...

description: List of state machines present in this blueprint class.

GraphAssetPlayerInformation

type: TMap<FName,FG...

description: Indices for any Asset Player found within a specific (named) Anim Layer Graph, or implemented Anim Interface Graph.

GraphBlendOptions

type: TMap<FName,FA...

description: Per layer graph blending options.

OrderedSavedPoseIndicesMap

type: TMap<FName,FC...

description: Indices for each of the saved pose nodes that require updating, in the order they need to get updates, per layer.

SyncGroupNames

type: TArray<FName>

description: Array of sync group names in the order that they are requested during compile.

description: Target skeleton for this blueprint class


code: const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetVisualNodeFromNodePropertyIndex ( int32 PropertyIndex, [EPropertySearchMode::Type](API\Runtime\Engine\Animation\EPropertySearchMode__Type) SearchMode ) const


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

code: virtual void ByteSwapIn ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryStream ) const


description: Allocates the necessary anim data structure used for decompression. The engine will serialize the data in/out and bind it.

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


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

code: virtual void ByteSwapOut ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryStream ) const


description: Compresses the curve data from an animation sequence.

code: virtual bool Compress ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )


description: Decompress a single bone.

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


description: Decompresses all the specified bone tracks. The caller is responsible for pre-filling the output pose with sensible values (e.g. reference/bind/additive identity pose) as the codec will only decompress and write out tracks that are contained in the compressed data.

code: virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const [UE::Anim::FAnimPoseDecompressionData](API\Runtime\Engine\Animation\FAnimPoseDecompressionData) & DecompressionData ) const


code: virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const


description: Allow us to convert DDC serialized path back into codec object

code: virtual [UAnimBoneCompressionCodec](API\Runtime\Engine\Animation\UAnimBoneCompressionCodec) * GetCodec ( const [FString](API\Runtime\Core\Containers\FString) & DDCHandle )


description: Returns a unique path relative to the parent settings asset

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


description: Returns whether or not we can use this codec to compress.

code: virtual bool IsCodecValid() const


description: Called to generate a unique DDC key for this codec instance. A suitable key should be generated from: the InstanceGuid, a codec version, and all relevant properties that drive the behavior.

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


description: Called to generate a unique DDC key for this codec instance and input anim sequence and TargetPlatform A suitable key should be generated from: the InstanceGuid, a codec version, and all relevant properties that drive the behavior.

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


description: Called to generate a unique DDC key for this codec instance and input anim sequence. A suitable key should be generated from: the InstanceGuid, a codec version, and all relevant properties that drive the behavior.

code: virtual void PopulateDDCKey ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) & AnimSeq, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


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


className: UAnimBoneCompressionCodec

description: Base class for all bone compression codecs.

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

Description

type: FString

description: Description for this codec.


description: Returns whether or not we can use these settings to compress.

code: bool AreSettingsValid() const


description: Compresses the animation bones inside the supplied sequence. The resultant compressed data is applied to the OutCompressedData structure.

code: bool Compress ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & AnimSeq, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutCompressedData ) const


code: [UAnimBoneCompressionCodec](API\Runtime\Engine\Animation\UAnimBoneCompressionCodec) * GetCodec ( const [FString](API\Runtime\Core\Containers\FString) & DDCHandle )


description: Called during cooking. Must return all objects that will be Preload()ed when this is serialized at load time. Only used by the EDL.

code: virtual void GetPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )


description: Generates a DDC key that takes into account the current settings and selected codec.

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


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

code: void PopulateDDCKey ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) & AnimSeq, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


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 )


description: Copy data from an existing BP generated class to this class data.

code: void CopyFrom ( [UAnimBlueprintGeneratedClass](API\Runtime\Engine\Animation\UAnimBlueprintGeneratedClass) * AnimClass )


className: UAnimBoneCompressionSettings

description: This object is used to wrap a bone compression codec. It allows a clean integration in the editor by avoiding the need to create asset types and factory wrappers for every codec.

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

bForceBelowThreshold

type: bool

description: Any codec (even one that increases the size) with a lower error will be used until it falls below the threshold.

Codecs

type: TArray<TObject...

description: A list of animation bone compression codecs to try.

ErrorThreshold

type: float

description: When compressing, the best codec below this error threshold will be used.


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


className: UAnimClassData

code: class UAnimClassData : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface)

AnimBlueprintFunctionData

description: Serialized function data, used to patch up transient data in AnimBlueprintFunctions.

AnimBlueprintFunctions

description: All of the functions that this anim class provides.

AnimNodeProperties

type: TArray<TFieldP...

description: The array of anim nodes.

AnimNotifies

description: A list of anim notifies that state machines (or anything else) may reference

BakedStateMachines

description: List of state machines present in this blueprint class.

DynamicResetNodeProperties

description: Array of nodes that need a DynamicReset() call.

GraphBlendOptions

description: Per layer graph blending options.

GraphNameAssetPlayers

description: Indices for any Asset Player found within a specific (named) Anim Layer Graph, or implemented Anim Interface Graph.

InitializationNodeProperties

description: Array of nodes that need an OnInitializeAnimInstance call.

LinkedAnimGraphNodeProperties

description: The array of linked anim graph nodes.

LinkedAnimLayerNodeProperties

description: The array of linked anim layer nodes.

OrderedSavedPoseIndicesMap

description: Indices for each of the saved pose nodes that require updating, in the order they need to get updates.

PreUpdateNodeProperties

description: Array of nodes that need aPreUpdate()call.

StateMachineNodeProperties

description: Array of state machine nodes.

SyncGroupNames

description: Array of sync group names in the order that they are requested during compile.

TargetSkeleton

type: TObjectPtr< cla...

description: Target skeleton for this blueprint class


className: UAnimClassInterface

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


description: This is recursive function that look thorough internal assets and clear the reference if recursive is found. We're going to remove the top reference if found

code: virtual bool ContainRecursive ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimCompositeBase](API\Runtime\Engine\Animation\UAnimCompositeBase) * > & CurrentAccumulatedList )


description: To support anim sequence base to montage

code: virtual void EnableRootMotionSettingFromMontage ( bool bInEnableRootMotion, const [ERootMotionRootLock::Type](API\Runtime\Engine\Animation\ERootMotionRootLock__Type) InRootMotionRootLock )


description: Extract Root Motion transform from a contiguous position range (no looping)

code: virtual FTransform ExtractRootMotionFromRange ( float StartTrackPosition, float EndTrackPosition ) const


description: Extract Root Motion transform from the animation.

code: virtual FTransform ExtractRootMotion ( float StartTime, float DeltaTime, bool bAllowLooping ) const


description: Extract the transform from the root track for the given animation position.

code: virtual FTransform ExtractRootTrackTransform ( float Time, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) * RequiredBones ) const


description: Default implementation, no additive

code: virtual EAdditiveAnimationType GetAdditiveAnimType() const


description: Ideally this would be animsequcnebase, but we might have some issue with that. For now, just allow AnimSequence

code: virtual [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetAdditiveBasePose() const


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 )


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


description: Retrieves AnimNotifies between two time positions. ]PreviousPosition, CurrentPosition] Between PreviousPosition (exclusive) and CurrentPosition (inclusive). Supports playing backwards (CurrentPosition

code: virtual void GetAnimNotifiesFromDeltaPositions ( const float & PreviousPosition, const float & CurrentPosition, [FAnimNotifyContext](API\Runtime\Engine\Animation\FAnimNotifyContext) & NotifyContext ) 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 )


description: Return rate at which the animation is sampled

code: virtual [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetSamplingFrameRate() const


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


code: virtual bool HasRootMotion() const


description: Return true if anim notify is available

code: virtual bool IsNotifyAvailable() const


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

code: virtual bool IsValidAdditive() const


description: This is to prevent anybody adding recursive asset to anim composite as a result of anim composite being a part of anim sequence base

code: virtual void InvalidateRecursiveAsset()


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

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


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: 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: virtual void SetCompositeLength ( float InLength )


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


className: UAnimComposite

description: Animation Composites serve as a way to combine multiple animations together and treat them as a single unit.

code: class UAnimComposite : public [UAnimCompositeBase](API\Runtime\Engine\Animation\UAnimCompositeBase)

AnimationTrack

type: FAnimTrack

description: Serializable data that stores section/anim pairing

PreviewBasePose

type: TObjectPtr<UAn...

description: Preview Base pose for additive BlendSpace


description: This is recursive function that look thorough internal assets and clear the reference if recursive is found. We're going to remove the top reference if found

code: virtual bool ContainRecursive ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimCompositeBase](API\Runtime\Engine\Animation\UAnimCompositeBase) * > & CurrentAccumulatedList )


description: Extracts root motion from the suppliedFAnimTrackbetween the Start End range specified.

code: void ExtractRootMotionFromTrack ( const [FAnimTrack](API\Runtime\Engine\Animation\FAnimTrack) & SlotAnimTrack, float StartTrackPosition, float EndTrackPosition, [FRootMotionMovementParams](API\Runtime\Engine\Animation\FRootMotionMovementParams) & RootMotion ) const


code: virtual void PopulateWithExistingModel ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > ExistingDataModel )


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


className: UAnimCompositeBase

code: class UAnimCompositeBase : public [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase)

CommonTargetFrameRate

type: FFrameRate

description: Frame-rate used to represent this Animation Montage (best fitting for placed Animation Sequences)


description: Allocates the necessary anim data structure used for decompression. The engine will serialize the data in/out and bind it.

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


className: AnimationPadSentinel

description: Default animation padding value.

code: static constexpr uint8 AnimationPadSentinel = 85;


description: Encodes individual key arrays into an AnimSequence using the desired bit packing formats.

code: static void BitwiseCompressAnimationTracks ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutCompressedData, AnimationCompressionFormat TargetTranslationFormat, AnimationCompressionFormat TargetRotationFormat, AnimationCompressionFormat TargetScaleFormat, const [TArray](API\Runtime\Core\Containers\TArray)< [FTranslationTrack](API\Runtime\Engine\Animation\FTranslationTrack) > & TranslationData, const [TArray](API\Runtime\Core\Containers\TArray)< [FRotationTrack](API\Runtime\Engine\Animation\FRotationTrack) > & RotationData, const [TArray](API\Runtime\Core\Containers\TArray)< [FScaleTrack](API\Runtime\Engine\Animation\FScaleTrack) > & ScaleData, bool IncludeKeyTable )


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

code: virtual void ByteSwapIn ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryStream ) const