code: void SetDifferencesOnly ( [FVideoEncoderConfigAMF](API\Plugins\AMFCodecs\Video\Encoders\Configs\FVideoEncoderConfigAMF) const & NewConfig, amf::AMFPropertyStorage * Storage )


module: AMFCodecs

code: template<typename [TVariant](API\Runtime\Core\Misc\TVariant)> void SetProperty ( wchar_t const * Name, [TVariant](API\Runtime\Core\Misc\TVariant) const & Variant )


code: FVideoEncoderConfigAMF ( [EAVPreset](API\Plugins\AVCodecsCore\EAVPreset) Preset )


className: FVideoEncoderConfigAMF

code: struct FVideoEncoderConfigAMF : public [FAVConfig](API\Plugins\AVCodecsCore\FAVConfig)

CodecType

type: FName

RepeatSPSPPS

type: bool


className: FTypeID::Get< amf::AMFSurfacePtr >

code: namespace FTypeID { namespace Get< amf { template<> AMFCODECS_API [FTypeID](API\Plugins\AVCodecsCore\FTypeID) FTypeID::Get< amf::AMFSurfacePtr >() } }


code: template<typename TResource> static [FAVResult](API\Plugins\AVCodecsCore\FAVResult) MapSurface ( [TVideoEncoderAMF](API\Plugins\AMFCodecs\Video\Encoders\TVideoEncoderAMF)< TResource > & This, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< amf::AMFSurfacePtr > & OutSurface, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< TResource > const & InResource )


code: template<> [FAVResult](API\Plugins\AVCodecsCore\FAVResult) MapSurface ( [TVideoEncoderAMF](API\Plugins\AMFCodecs\Video\Encoders\TVideoEncoderAMF)< [FVideoResourceVulkan](API\Plugins\AVCodecsCore\Video\Resources\FVideoResourceVulkan) > & This, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< amf::AMFSurfacePtr > & OutSurface, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FVideoResourceVulkan](API\Plugins\AVCodecsCore\Video\Resources\FVideoResourceVulkan) > const & InResource )


code: template<> [FAVResult](API\Plugins\AVCodecsCore\FAVResult) MapSurface ( [TVideoEncoderAMF](API\Plugins\AMFCodecs\Video\Encoders\TVideoEncoderAMF)< class [FVideoResourceVulkan](API\Plugins\AVCodecsCore\Video\Resources\FVideoResourceVulkan) > & This, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< amf::AMFSurfacePtr > & OutSurface, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FVideoResourceVulkan](API\Plugins\AVCodecsCore\Video\Resources\FVideoResourceVulkan) > const & InResource )


code: template<typename TResource> static [FAVResult](API\Plugins\AVCodecsCore\FAVResult) SetupContext ( [TVideoEncoderAMF](API\Plugins\AMFCodecs\Video\Encoders\TVideoEncoderAMF)< TResource > & This )


code: template<> [FAVResult](API\Plugins\AVCodecsCore\FAVResult) SetupContext ( [TVideoEncoderAMF](API\Plugins\AMFCodecs\Video\Encoders\TVideoEncoderAMF)< [FVideoResourceVulkan](API\Plugins\AVCodecsCore\Video\Resources\FVideoResourceVulkan) > & This )


code: template<> [FAVResult](API\Plugins\AVCodecsCore\FAVResult) SetupContext ( [TVideoEncoderAMF](API\Plugins\AMFCodecs\Video\Encoders\TVideoEncoderAMF)< class [FVideoResourceVulkan](API\Plugins\AVCodecsCore\Video\Resources\FVideoResourceVulkan) > & This )


description: FAVResult.


className: FVideoEncoderAMF

description: TODO (Andrew) Hack until I get back to AMF.

code: struct FVideoEncoderAMF


code: virtual [FAVResult](API\Plugins\AVCodecsCore\FAVResult) Open ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAVDevice](API\Plugins\AVCodecsCore\FAVDevice) > const & NewDevice, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAVInstance](API\Plugins\AVCodecsCore\FAVInstance) > const & NewInstance )


code: [FAVResult](API\Plugins\AVCodecsCore\FAVResult) SendFrame ( amf::AMFSurfacePtr Input, bool bShouldApplyConfig )


code: virtual [FAVResult](API\Plugins\AVCodecsCore\FAVResult) ReceivePacket ( [FVideoPacket](API\Plugins\AVCodecsCore\Video\FVideoPacket) & OutPacket )


description: returnFAVResult(EAVResult::ErrorInvalidState, TEXT("Encoder not open"), TEXT("AMF")); }

code: virtual [FAVResult](API\Plugins\AVCodecsCore\FAVResult) SendFrame ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< TResource > const & Resource, uint32 Timestamp, bool bForceKeyframe )


className: TVideoEncoderAMF

code: template<typename TResource> class TVideoEncoderAMF : public [TVideoEncoder< TResource, FVideoEncoderConfigAMF >](API\Plugins\AVCodecsCore\Video\TVideoEncoder)


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

module: AnalyticsBlueprintLibrary


className: FAnalyticsBlueprintLibraryModule

description: The public interface to this module

code: class FAnalyticsBlueprintLibraryModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: FAnalyticsEventAttr

description: Blueprint accessible version of the analytics event struct

Name

type: FString


description: Ends an analytics session

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void EndSession()


description: Requests that any cached events be sent immediately

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void FlushEvents()


description: Gets the current session id from the analytics provider


description: Gets the current user id from the analytics provider


description: Builds a struct from the attribute name and value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Analytics") static [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) MakeEventAttribute ( const [FString](API\Runtime\Core\Containers\FString) & AttributeName, const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


description: Records an in-game currency was granted by the game with no real-world money being involved

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordCurrencyGiven ( const [FString](API\Runtime\Core\Containers\FString) & GameCurrencyType, int32 GameCurrencyAmount )


description: Records an in-game currency was purchased using real-world money

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordCurrencyPurchase ( const [FString](API\Runtime\Core\Containers\FString) & GameCurrencyType, int32 GameCurrencyAmount, const [FString](API\Runtime\Core\Containers\FString) & RealCurrencyType, float RealMoneyCost, const [FString](API\Runtime\Core\Containers\FString) & PaymentProvider )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordCurrencyGivenWithAttributes ( const [FString](API\Runtime\Core\Containers\FString) & GameCurrencyType, int32 GameCurrencyAmount, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) > & Attributes )


description: Records an error event has happened

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordError ( const [FString](API\Runtime\Core\Containers\FString) & Error )


description: Records an error event has happened with attributes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordErrorWithAttributes ( const [FString](API\Runtime\Core\Containers\FString) & Error, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) > & Attributes )


description: Records an event has happened by name without any attributes (an event counter)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordEvent ( const [FString](API\Runtime\Core\Containers\FString) & EventName )


description: Records an event has happened by name with a single attribute

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordEventWithAttribute ( const [FString](API\Runtime\Core\Containers\FString) & EventName, const [FString](API\Runtime\Core\Containers\FString) & AttributeName, const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordEventWithAttributes ( const [FString](API\Runtime\Core\Containers\FString) & EventName, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) > & Attributes )


description: Records an in-game item was purchased using the specified in-game currency

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordItemPurchase ( const [FString](API\Runtime\Core\Containers\FString) & ItemId, const [FString](API\Runtime\Core\Containers\FString) & Currency, int32 PerItemCost, int32 ItemQuantity )


description: Records a user progress event has happened

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordProgress ( const [FString](API\Runtime\Core\Containers\FString) & ProgressType, const [FString](API\Runtime\Core\Containers\FString) & ProgressName )


description: Records a user progress event has happened with a full list of progress hierarchy names and with attributes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordProgressWithFullHierarchyAndAttributes ( const [FString](API\Runtime\Core\Containers\FString) & ProgressType, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ProgressNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) > & Attributes )


description: Records a user progress event has happened with attributes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordProgressWithAttributes ( const [FString](API\Runtime\Core\Containers\FString) & ProgressType, const [FString](API\Runtime\Core\Containers\FString) & ProgressName, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) > & Attributes )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordSimpleCurrencyPurchase ( const [FString](API\Runtime\Core\Containers\FString) & GameCurrencyType, int32 GameCurrencyAmount )


description: Records an in-game item was purchased

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordSimpleItemPurchase ( const [FString](API\Runtime\Core\Containers\FString) & ItemId, int32 ItemQuantity )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordSimpleCurrencyPurchaseWithAttributes ( const [FString](API\Runtime\Core\Containers\FString) & GameCurrencyType, int32 GameCurrencyAmount, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) > & Attributes )


description: Records an in-game item was purchased with attributes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void RecordSimpleItemPurchaseWithAttributes ( const [FString](API\Runtime\Core\Containers\FString) & ItemId, int32 ItemQuantity, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) > & Attributes )


description: Sets the user's age (if supported) on the analytics provider

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void SetAge ( int32 Age )


description: Sets the game's build info (if supported) on the analytics provider

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void SetBuildInfo ( const [FString](API\Runtime\Core\Containers\FString) & BuildInfo )


description: Sets the user's gender (if supported) on the analytics provider

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void SetGender ( const [FString](API\Runtime\Core\Containers\FString) & Gender )


description: Sets the user's location (if supported) on the analytics provider

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void SetLocation ( const [FString](API\Runtime\Core\Containers\FString) & Location )


description: Sets the session id (if supported) on the analytics provider

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void SetSessionId ( const [FString](API\Runtime\Core\Containers\FString) & SessionId )


description: Sets the user id (if supported) on the analytics provider

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void SetUserId ( const [FString](API\Runtime\Core\Containers\FString) & UserId )


description: Starts an analytics session with custom attributes specified

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static bool StartSessionWithAttributes ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) > & Attributes )


description: Starts an analytics session without any custom attributes specified

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static bool StartSession()


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


className: UAnalyticsBlueprintLibrary


description: KeyName required for APIKey configuration.

module: AnalyticsMulticast


className: Config

description: Defines required configuration values for multicast analytics provider. Basically, you provide a list of provider modules that define the providers you want to multicast events to. Beyond that, each provider module created will use the provided configuration delegate to configure itself, so that configuration delegate must be able to configure each specific provider as well (see CreateAnalyticsProvider function below).

code: struct Config

ProviderModuleNames

description: Comma separated list of analytics provider modules


description: Construct an analytics provider directly from a config object (and a delegate to provide configuration to each configured provider).

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAnalyticsProvider](API\Runtime\Analytics\Interfaces\IAnalyticsProvider) > CreateAnalyticsProvider ( const [Config](API\Plugins\AnalyticsMulticast\FAnalyticsMulticast\Config) & ConfigValues, const FAnalyticsProviderConfigurationDelegate & GetConfigValue ) const


description: When a particular provider module is loaded, it will create an instance and use the provided Configuration delegate to configure each provider.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAnalyticsProvider](API\Runtime\Analytics\Interfaces\IAnalyticsProvider) > CreateAnalyticsProvider ( const FAnalyticsProviderConfigurationDelegate & GetConfigValue ) const


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [FAnalyticsMulticast](API\Plugins\AnalyticsMulticast\FAnalyticsMulticast) & Get()


className: FAnalyticsMulticast

description: Exposes a multicast provider that multicasts analytics events to multiple providers. Configured using a comma separated list of provider modules. Each module then uses The supplied configuration delegate to configure itself.

code: class FAnalyticsMulticast : public [IAnalyticsProviderModule](API\Runtime\Analytics\Interfaces\IAnalyticsProviderModule)


className: FAnalyticsMulticastEditorModule

module: AnalyticsMulticastEditor

code: class FAnalyticsMulticastEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Provides a mechanism to read the section based information into thisUObject's properties

code: virtual void ReadConfigSettings()


description: Provides a mechanism to save this object's properties to the section based ini values

code: virtual void WriteConfigSettings()


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


className: UAnalyticsMulticastSettings

DebugMulticastProviders

type: TArray<FString...

description: The list of analytics providers to forward analytics events to


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

module: AndroidCameraEditor

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FAndroidCameraEditorModule

code: class FAndroidCameraEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


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


className: UAndroidCameraRuntimeSettings

description: Implements the settings for the AndroidCamera plugin.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig) class UAndroidCameraRuntimeSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bEnablePermission

description: Enable camera permission in AndroidManifest.

bRequiresAnyCamera

description: Requires a camera to operate (if true and back-facing and front-facing are false, sets android.hardware.camera.any as required)

bRequiresBackFacingCamera

description: Requires back-facing camera in AndroidManifest (android.hardware.camera)

bRequiresFrontFacingCamera

description: Requires front-facing camera in AndroidManifest (android.hardware.camera.front)


description: Default constructor.

module: AndroidCameraFactory

code: UAndroidCameraSettings()


className: UAndroidCameraSettings

description: Settings for the ImgMedia module.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine) class UAndroidCameraSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

CacheableVideoSampleBuffers

description: Whether video samples should be cacheable (default = off).


module: AndroidDeviceProfileSelector

code: static [FString](API\Runtime\Core\Containers\FString) FindMatchingProfile ( const [FString](API\Runtime\Core\Containers\FString) & FallbackProfileName )


code: static int32 GetNumProfiles()


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


className: SelectorProperties

description: Container of various device properties used for device profile matching.

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > SelectorProperties;


code: static void SetSelectorProperties ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & Params )


className: FAndroidDeviceProfileSelector

code: class FAndroidDeviceProfileSelector


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_GPUFamily ( TEXT("SRC_GPUFamily") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_GLVersion ( TEXT("SRC_GLVersion") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_Chipset ( TEXT("SRC_Chipset") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_HMDSystemName ( TEXT("SRC_HMDSystemName") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_TotalPhysicalGB ( TEXT("SRC_TotalPhysicalGB") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_VulkanAvailable ( TEXT("SRC_VulkanAvailable") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_VulkanVersion ( TEXT("SRC_VulkanVersion") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_AndroidVersion ( TEXT("SRC_AndroidVersion") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_DeviceMake ( TEXT("SRC_DeviceMake") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_DeviceModel ( TEXT("SRC_DeviceModel") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_DeviceBuildNumber ( TEXT("SRC_DeviceBuildNumber") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_UsingHoudini ( TEXT("SRC_UsingHoudini") ) }


code: namespace FAndroidProfileSelectorSourceProperties { static [FName](API\Runtime\Core\UObject\FName) FAndroidProfileSelectorSourceProperties::SRC_Hardware ( TEXT("SRC_Hardware") ) }


className: FJavaSurfaceViewDevice


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


module: AndroidFileServer

code: namespace EAFSActiveType { enum Type { None = 0, USBOnly = 1, NetworkOnly = 2, Combined = 3, } }


className: UAndroidJavaSurfaceViewDevices

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=DeviceProfiles) class UAndroidJavaSurfaceViewDevices : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

SurfaceViewDevices

type: TArray<FJavaSu...

description: Array of devices that require the java view scaling workaround


code: virtual void ShutdownModule()


className: FAndroidFileServerModule

code: class FAndroidFileServerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


description: Check if Android FileServer is running


description: Request startup of Android FileServer

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AndroidFileServer") static bool StartFileServer ( bool bUSB, bool bNetwork, int32 Port )


description: Request termination of Android FileServer

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AndroidFileServer") static bool StopFileServer ( bool bUSB, bool bNetwork )


className: UAndroidFileServerBPLibrary


description: Implements the settings for the AndroidFileServer plugin.

module: AndroidFileServerEditor

code: namespace EAFSConnectionType { enum Type { USBOnly = 0, NetworkOnly = 1, Combined = 2, } }


className: FAndroidFileServerEditorModule

code: class FAndroidFileServerEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


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


className: UAndroidFileServerRuntimeSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig) class UAndroidFileServerRuntimeSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bAllowExternalStartInShipping

description: Allow FileServer to be started in Shipping builds with UnrealAndroidFileTool.

bAllowNetworkConnection

description: Allow FileServer connection using network.

bCompileAFSProject

description: Compile standalone AFS project.

bEnablePlugin

description: Enable Android FileServer for packaged builds and quick launch.

bIncludeInShipping

description: Embed FileServer in Shipping builds.

bLogFiles

description: Log files transferred.

bReportStats

description: Report transfer rate statistics.

bUseCompression

description: Enable compression during data transfer.

bUseManualIPAddress

description: Use manual IP address instead of automatic query from device (only for single device deploys!)

ConnectionType

type: TEnumAsByte<EA...

description: How to connect to file server (USB cable, Network, or combined)

ManualIPAddress

description: IP address of device to use.

SecurityToken

description: Optional security token required to start FileServer (leave empty to disable)


description: Default constructor.

module: AndroidMediaFactory

code: UAndroidMediaSettings()


className: UAndroidMediaSettings

description: Settings for the ImgMedia module.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine) class UAndroidMediaSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: FAndroidPermissionDelegate

module: AndroidPermission

code: typedef TMulticastDelegate_TwoParams< void, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > &, const [TArray](API\Runtime\Core\Containers\TArray)< bool > & > FAndroidPermissionDelegate


className: FAndroidPermissionDynamicDelegate

code: class FAndroidPermissionDynamicDelegate


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));


className: FAndroidPermissionModule

code: class FAndroidPermissionModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: static [UAndroidPermissionCallbackProxy](API\Plugins\AndroidPermission\UAndroidPermissionCallbackProxy) * GetInstance()


className: UAndroidPermissionCallbackProxy

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAndroidPermissionCallbackProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnPermissionsGrantedDelegate

type: FAndroidPermiss...


description: Try to acquire permissions and return a singleton callback proxy object containing OnPermissionsGranted delegate

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Request Android Permissions"), Category="AndroidPermission") static [UAndroidPermissionCallbackProxy](API\Plugins\AndroidPermission\UAndroidPermissionCallbackProxy) * AcquirePermissions ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & permissions )


description: Check if the permission is already granted

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Check Android Permission"), Category="AndroidPermission") static bool CheckPermission ( const [FString](API\Runtime\Core\Containers\FString) & permission )


description: Initialize java objects and cache them for further usage. called when the module is loaded

code: static void Initialize()


className: UAndroidPermissionFunctionLibrary


className: FAnimationBudgetAllocatorParameters

description: Parameter block used to control the behavior of the budget allocator

module: AnimationBudgetAllocator

AlwaysTickFalloffAggression

type: float

description: Range [0.1, 0.9].

InterpolationFalloffAggression

description: Range [0.1, 0.9].

InterpolationTickMultiplier

description: Range [0.1, 0.9].

MaxInterpolatedComponents

description: Range >= 0. Max number of components to interpolate before we start throttling.

MaxTickedOffsreenComponents

description: Values >= 1 The maximum number of offscreen components we tick (most significant first)

MaxTickRate

description: Values >= 1.

MinQuality

description: Values [0.0, 1.0].

ReducedWorkThrottleMaxInFrames

description: Range [1, 255].

ReducedWorkThrottleMaxPerFrame

description: Range [1, 255].

ReducedWorkThrottleMinInFrames

description: Range [1, 255].

StateChangeThrottleInFrames

description: Range [1, 128] Prevents throttle values from changing too often due to system and load noise.


className: FOnCalculateSignificance

description: Delegate called to calculate significance if bAutoCalculateSignificance = true

code: typedef TBaseDelegate_OneParam< float, [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * > FOnCalculateSignificance


description: Get the budgeter for the specified world

code: static [IAnimationBudgetAllocator](API\Plugins\AnimationBudgetAllocator\IAnimationBudgetAllocator) * Get ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FOnReduceWork

description: Delegate called to increase/decrease the amount of work a component performs

code: typedef TBaseDelegate_TwoParams< void, [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) *, bool > FOnReduceWork


description: Get whether this budget allocator is enabled

code: bool GetEnabled() const


description: Get whether the specified component is set to tick or not

code: bool IsComponentTickEnabled ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * Component ) const


description: Register a component with the budgeter system. If the component is already registered this function does nothing. Once this is called:

code: void RegisterComponent ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * InComponent )


description: Set the significance and other flags for the specified component. This information is used to dynamically control the tick rate of the component.

code: void SetComponentSignificance ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * Component, float Significance, bool bNeverSkip, bool bTickEvenIfNotRendered, bool bAllowReducedWork, bool bForceInterpolate )


description: Set the specified component to tick or not. If the budgeter is disabled then this calls Component->SetComponentTickEnabled(bShouldTick).

code: void SetComponentTickEnabled ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * Component, bool bShouldTick )


description: Set the various parameters

code: void SetParameters ( const [FAnimationBudgetAllocatorParameters](API\Plugins\AnimationBudgetAllocator\FAnimationBudgetAllocatorParamet-) & InParameters )


description: Set whether this budget allocator is enabled

code: void SetEnabled ( bool bInEnabled )


description: Set the tick time

code: void SetGameThreadLastTickTimeMs ( int32 InManagerHandle, float InGameThreadLastTickTimeMs )


description: Set the completion task time

code: void SetGameThreadLastCompletionTimeMs ( int32 InManagerHandle, float InGameThreadLastCompletionTimeMs )


description: Inform that we reduced work for a component

code: void SetIsRunningReducedWork ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * Component, bool bInReducedWork )


description: Unregister a component from the budgeter system. If the component is not registered this function does nothing. Once this is called:

code: void UnregisterComponent ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * InComponent )


description: Tick the system per-frame

code: void Update ( float DeltaSeconds )


description: Update the prerequisites of this component. Should be called when prerequisites may have changed externally.

code: void UpdateComponentTickPrerequsites ( [USkeletalMeshComponentBudgeted](API\Plugins\AnimationBudgetAllocator\USkeletalMeshComponentBudgeted) * InComponent )


className: IAnimationBudgetAllocator

description: Dynamically manages skeletal mesh component tick rates to try to maintain a specified budget.

code: class IAnimationBudgetAllocator


description: Get a budgeter for a specific world. Fairly expensive as it calls into module manager and performs a map lookup.

code: static [IAnimationBudgetAllocator](API\Plugins\AnimationBudgetAllocator\IAnimationBudgetAllocator) * Get ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Get a budgeter for a specific world. Adds it if it is not already created. Budgeters are only created for game worlds.

code: [IAnimationBudgetAllocator](API\Plugins\AnimationBudgetAllocator\IAnimationBudgetAllocator) * GetBudgetAllocatorForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Used to detach physics objects before simulation begins. This is needed because at runtime we can't have simulated objects inside the attachment hierarchy

code: virtual void BeginPlay()


description: Check whether this component auto-calculates its significance


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


className: OnCalculateSignificanceDelegate

description: Delegate called to calculate significance if bAutoCalculateSignificance = true


description: Get delegate called to calculate significance if bAutoCalculateSignificance = true


description: Get delegate called to increase/decrease the amount of work a component performs


className: IAnimationBudgetAllocatorModule

code: class IAnimationBudgetAllocatorModule : public [FDefaultGameModuleImpl](API\Runtime\Core\Modules\FDefaultGameModuleImpl)


description: Set this component to automatically calculate its significance

code: void SetAutoCalculateSignificance ( bool bInAutoCalculateSignificance )


description: Set this component to automatically register with the budget allocator

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetAutoRegisterWithBudgetAllocator ( bool bInAutoRegisterWithBudgetAllocator )


description: Updates significance budget if this component has been registered with a AnimationBudgetAllocator

code: void SetComponentSignificance ( float Significance, bool bNeverSkip, bool bTickEvenIfNotRendered, bool bAllowReducedWork, bool bForceInterpolate )


description: Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered

code: virtual void SetComponentTickEnabled ( bool bEnabled )


code: void SetShouldUseActorRenderedFlag ( bool value )


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


className: USkeletalMeshComponentBudgeted

description: A skeletal mesh component that has its tick rate governed by a global animation budget


description: Axes to calculate the distance value from

module: AnimationLocomotionLibraryEditor

code: enum EDistanceCurve_Axis { X, Y, Z, XY, XZ, YZ, XYZ, }


className: IAnimationLocomotionLibraryEditorModule

code: class IAnimationLocomotionLibraryEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: virtual void OnApply_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Animation )


className: UDistanceCurveModifier

description: Extracts traveling distance information from root motion and bakes it to a curve. A negative value indicates distance remaining to a stop or pivot point. A positive value indicates distance traveled from a start point or from the beginning of the clip.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDistanceCurveModifier : public [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier)

Axis

description: Axes to calculate the distance value from.

bStopAtEnd

description: Root motion is considered to be stopped at the clip's end

CurveName

description: Name for the generated curve.

SampleRate

description: Rate used to sample the animation.

StopSpeedThreshold

description: Root motion speed must be below this threshold to be considered stopped.


code: virtual void OnRevert_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Animation )


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

module: AnimationLocomotionLibraryRuntime

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


code: class FAnimationLocomotionLibraryRuntimeModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Predict where the character will stop based on its current movement properties and parameters from the movement component. This uses prediction logic that is heavily tied to theUCharacterMovementComponent. Each parameter corresponds to a value from theUCharacterMovementComponentwith the same name. Because this is a thread safe function, it's recommended to populate these fields via the Property Access system.
The predicted stop position in local space to the character. The size of this vector will be the distance to the stop location.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Animation Character Movement", Meta=(BlueprintThreadSafe)) static FVector PredictGroundMovementStopLocation ( const FVector & Velocity, bool bUseSeparateBrakingFriction, float BrakingFriction, float GroundFriction, float BrakingFrictionFactor, float BrakingDecelerationWalking )


description:
Predict where the character will change direction during a pivot based on its current movement properties and parameters from the movement component. This uses prediction logic that is heavily tied to theUCharacterMovementComponent. Each parameter corresponds to a value from theUCharacterMovementComponentwith the same name. Because this is a thread safe function, it's recommended to populate these fields via the Property Access system.
The predicted pivot position in local space to the character. The size of this vector will be the distance to the pivot.

code: static FVector PredictGroundMovementPivotLocation ( const FVector & Acceleration, const FVector & Velocity, float GroundFriction )


className: UAnimCharacterMovementLibrary

description: Library of common techniques for driving character locomotion animations.


description: Advance the sequence evaluator forward by distance traveled rather than time. A distance curve is required on the animation that describes the distance traveled by the root bone in the animation. SeeUDistanceCurveModifier.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Distance Matching", Meta=(BlueprintThreadSafe)) static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) AdvanceTimeByDistanceMatching ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, float DistanceTraveled, [FName](API\Runtime\Core\UObject\FName) DistanceCurveName, FVector2D PlayRateClamp )


description: Set the time of the sequence evaluator to the point in the animation where the distance curve matches the DistanceToTarget input. A common use case is to achieve stops without foot sliding by, each frame, selecting the point in the animation that matches the distance the character has remaining until it stops. Note that because this technique sets the time of the animation by distance remaining, it doesn't respect phase of any previous animation (e.g. from a jog cycle).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Distance Matching", Meta=(BlueprintThreadSafe)) static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) DistanceMatchToTarget ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, float DistanceToTarget, [FName](API\Runtime\Core\UObject\FName) DistanceCurveName )


description: Set the play rate of the sequence player so that the speed of the animation matches in-game movement speed. While distance matching is commonly used for transition animations, cycle animations (walk, jog, etc) typically just adjust their play rate to match the in-game movement speed. This function assumes that the animation has a constant speed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Distance Matching", Meta=(BlueprintThreadSafe)) static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetPlayrateToMatchSpeed ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, float SpeedToMatch, FVector2D PlayRateClamp )


className: UAnimDistanceMatchingLibrary

description: Library of techniques for driving animations by distance metrics rather than by time. These techniques can be effective at compensating for differences between character movement and authored motion in the animations. Distance Matching effectively changes the play rate of the animation to keep the feet from sliding. It's common to clamp the resulting play rate to avoid animations playing too slow or too fast and to use techniques such as Stride Warping to make up the difference.


className: EEncodeRootBoneAxis

module: AnimationModifierLibrary

code: enum EEncodeRootBoneAxis { X, Y, Z, }


description: Axis to get the final value from

code: enum EMotionExtractor_Axis { X, Y, Z, XY, XZ, YZ, XYZ, }


description: Math operations that can be applied to the extracted value before add it to the curve

code: enum EMotionExtractor_MathOperation { None, Addition, Subtraction, Division, Multiplication, }


description: Type of motion to extract

code: enum EMotionExtractor_MotionType { None = 0, Translation = 1 << 0, Rotation = 1 << 1, Scale = 1 << 2, TranslationSpeed = 1 << 3, RotationSpeed = 1 << 4, }


className: EnumHasAnyFlags

code: constexpr bool EnumHasAnyFlags ( int32 Flags, [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) Contains )


description: IModuleInterfaceimplementation


className: FAnimationModifierLibraryModule

code: class FAnimationModifierLibraryModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: FBoneReferencePair

SourceBone

type: FBoneReference

description: Bone to get transform from

TargetBone

description: Bone to update with the transform copied from SourceBone


className: FEncodeRootBoneWeightedBone


className: FEncodeRootBoneWeightedBoneAxis

BoneAxis

type: EEncodeRootBone...


className: operator&

code: constexpr [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) operator& ( [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) Lhs, [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) Rhs )


className: operator&=

code: [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) & operator&= ( [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) & Lhs, [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) Rhs )


className: operator~

code: constexpr [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) operator~ ( [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) E )


className: operator^

code: constexpr [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) operator^ ( [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) Lhs, [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) Rhs )


className: operator^=

code: [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) & operator^= ( [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) & Lhs, [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) Rhs )


className: operator!

code: constexpr bool operator! ( [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) E )


code: template<typename Dummy> static const EMotionExtractor_MotionType &42; GetPointer &40; bool bLast &41;


code: virtual void ShutdownModule()


className: RangeType

code: enum &123; RangeType = 1 &125;


code: template<> struct TEnumRangeTraits< EMotionExtractor_MotionType >


code: virtual void OnApply_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Animation )


code: virtual void OnRevert_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Animation )


code: UCopyBonesModifier()


className: UCopyBonesModifier

description: Animation Modifier to copy the transform of 'SourceBone(s)' to 'TargetBone(s)'

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCopyBonesModifier : public [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier)

BonePairs

type: TArray<FBoneRe...

description: Source and Target bone pairs

BonePoseSpace

type: EAnimPoseSpaces

description: Space to convert SourceBone transforms into before copying them to TargetBone


className: UEncodeRootBoneModifier

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEncodeRootBoneModifier : public [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier)

WeightedBoneToComputeRootOrientation

type: TArray<FEncode...


description: Returns the name for the curve. If CurveName is None it generates a name based on the data we are going to extract


description: Returns the desired value from the extracted poses

code: float GetDesiredValue ( const FTransform & BoneTransform, const FTransform & LastBoneTransform, float DeltaTime ) const


code: UMotionExtractorModifier()


description: Helper function to calculate the magnitude of a vector only considering a specific axis or axes

code: static double CalculateMagnitude ( const FVector & Vector, [EMotionExtractor_Axis](API\Plugins\AnimationModifierLibrary\EMotionExtractor_Axis) Axis )


className: UMotionExtractorModifier

description: Extracts motion from a bone in the animation and bakes it into a curve

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMotionExtractorModifier : public [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier)

Axis

type: EMotionExtracto...

description: Axis to get the value from

bAbsoluteValue

description: Whether to convert the final value to absolute (positive)

bComponentSpace

description: Whether to extract the bone pose in component space or local space

bNormalize

description: Whether we want a normalized value (0 - 1)

BoneName

description: Bone we are going to generate the curve from

bRelativeToFirstFrame

description: Whether to extract the bone transforms relative to the first frame in the animation

bRemoveCurveOnRevert

description: Whether we want to remove the curve when we revert or re-apply modifier Disabling this allows you to modify settings and create a new curve each time you re-apply the modifier Enabling this is the preferred setting when using a modifier that's applied in bulk and you may want to remove/rename curves

bUseCustomCurveName

description: Whether we want to specify a custom name for the curve.

CustomCurveName

description: Custom name for the curve we are going to generate.

MathOperation

description: Optional math operation to apply on the extracted value before add it to the generated curve

Modifier

description: Right operand for the math operation selected

MotionType

description: Type of motion to extract

SampleRate

description: Rate used to sample the animation


description: Helper function to extract the pose for a given bone at a given time IMPORTANT: This function expects you to add a MemMark (FMemMarkMark(FMemStack::Get());) at the correct scope if you are using it from outside world's tick

code: static FTransform ExtractBoneTransform ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Animation, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer, [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) CompactPoseBoneIndex, float Time, bool bComponentSpace )


description: Generates a curve name based on input settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Extractor Utility") static [FName](API\Runtime\Core\UObject\FName) GenerateCurveName ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) MotionType, [EMotionExtractor_Axis](API\Plugins\AnimationModifierLibrary\EMotionExtractor_Axis) Axis )


description: Returns the desired value from the extracted poses based on input settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Extractor Utility") static float GetDesiredValue ( const FTransform & BoneTransform, const FTransform & LastBoneTransform, float DeltaTime, [EMotionExtractor_MotionType](API\Plugins\AnimationModifierLibrary\EMotionExtractor_MotionType) MotionType, [EMotionExtractor_Axis](API\Plugins\AnimationModifierLibrary\EMotionExtractor_Axis) Axis )


description: Returns the ranges (X/Start to Y/End) in the specified animation sequence where the animation is considered moving.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Extractor Utility") static [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > GetMovingRangesFromRootMotion ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, float StopSpeedThreshold, float SampleRate )


description: Returns the ranges (X/Start to Y/End) in the specified animation sequence where the animation is considered stopped.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Extractor Utility") static [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > GetStoppedRangesFromRootMotion ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, float StopSpeedThreshold, float SampleRate )


className: UMotionExtractorUtilityLibrary


code: UReOrientRootBoneModifier()


className: UReOrientRootBoneModifier

description: Reorient root bone in the animation while maintaining mesh position and rotation

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UReOrientRootBoneModifier : public [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier)

Rotator

type: FRotator

description: Rotation to apply to the root


code: UZeroOutRootBoneModifier()


className: UZeroOutRootBoneModifier

description: Adjust root motion to be relative to the first frame. Optionally cut the start and end sections of the animation that don't have motion on the root. This was written to be used when capturing Character Movement motion via Take Recorder. Take Recorder outputs an animation captured from a character moving in game in world space, and this modifier zeroes out the root. The animation can then be exported to fbx to be animated against.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UZeroOutRootBoneModifier : public [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier)

bClipEndFramesWithNoMotion

description: Clip frames at the end of the animation that have no root motion.

bClipStartFramesWithNoMotion

description: Clip frames at the start of the animation that have no root motion.


className: AnimationSharingDataHandle

module: AnimationSharing


code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetBaseComponent() const


code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetComponent() const


code: void Initialise ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAnimationBP )


code: void Setup ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InBaseComponent, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSequence )


code: void UpdateBaseComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InBaseComponent )


code: FAdditiveAnimationInstance()


className: FAdditiveInstance

code: struct FAdditiveInstance

ActorIndex

description: Current actor indices as part of this instance

AdditiveAnimationInstance

type: FAdditiveAnimat...

description: Actor used for playing the additive animation

bActive

description: Flag whether or not instance is active

BaseComponent

type: USkeletalMeshCo...

description: Skeletal mesh component on which the additive animation is applied

EndTime

description: Time at which this instance finishes

State

description: State index this instance is running

UsedPerStateComponentIndex

description: Indexinto Components array for the current state data which is used for playing the animation


className: FAnimationSetup

AnimBlueprint

type: TSubclassOf<UA...

description: Animation blueprint to use for playing back the Animation Sequence

AnimSequence

type: TObjectPtr<UAn...

description: Animation Sequence to play for this particular setup

Enabled

type: FPerPlatformBoo...

description: Whether or not this setup is enabled for specific platforms

NumRandomizedInstances

type: FPerPlatformInt

description: The number of randomized instances created from this setup, it will create instance with different start time offsets (Length / Number of Instance) * InstanceIndex


code: FAnimationSharingScalability()


className: FAnimationSharingScalability

BlendSignificanceValue

type: FPerPlatformFlo...

description: Significance value tied to whether or not a transition should be blended

MaximumNumberConcurrentBlends

description: Maximum number of blends which can be running concurrently

TickSignificanceValue

description: Significance value tied to whether or not the leader pose components should be ticking

UseBlendTransitions

description: Flag whether or not to use blend transitions between states


className: FAnimationStateEntry

AnimationSetups

type: TArray<FAnimat...

description: Per state animation setup

bAdditive

type: bool

description: Whether or not this state is an additive state

BlendTime

description: Duration of blending when blending to this state

bOnDemand

description: Flag whether or not this state is an on-demand state, this means that we kick off a unique animation when needed

bRequiresCurves

description: Whether or not this animation requires curves or morphtargets to function correctly for follower components

bReturnToPreviousState

description: Flag whether or not we should return to the previous state, only used when this state is an on-demand one

MaximumNumberOfConcurrentInstances

description: Number of instances that will be created for this state (platform-specific)

NextState

description: State value to which the actors part of an on demand state should be set to when its animation has finished

State

description: Enum value linked to this state

WiggleTimePercentage

description: Percentage of 'wiggle' frames, this is used when we run out of available entries in Components, if one of the on-demand animations has started SequenceLength * WiggleFramePercentage ago or earlier, it is used instead of a brand new one


className: FAdditiveAnimationInstance

code: struct FAdditiveAnimationInstance

AdditiveAnimationSequence

type: UAnimSequence&...

AdditiveInstance

type: UAnimSharingAdd...


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Creates an animation sharing manager for the givenUWorld(must be a Game World)

code: static bool CreateAnimationSharingManager ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [UAnimationSharingSetup](API\Plugins\AnimationSharing\UAnimationSharingSetup) * Setup )


code: static [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) * Get ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Overload this method to report a name for your referencer

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


className: OnAnimationSharingManagerCreated


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: WorldAnimSharingManagers

code: static [TMap](API\Runtime\Core\Containers\TMap)< const [UWorld](API\Runtime\Engine\Engine\UWorld) *, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) > > WorldAnimSharingManagers;


className: FBlendInstance

description: Structure which holds data about a currently in progress blend between two states

code: struct FBlendInstance

ActorIndices

type: TArray< uint32 ...

description: Indices of actors who are set up as followers to BlendActor's main skeletal mesh component

bActive

description: Flag whether or not this instance is currently active

bBlendStarted

description: Flag whether or not the actor's part of this have been setup as a follower component to the blend actor, this is done so the blend actor atleast ticks once (otherwise it can pop from the previous blend end pose)

BlendTime

type: float

description: Duration of the blend

bOnDemand

description: Flag whether or not this instance is blending towards an on-demand state

EndTime

description: World time in seconds at which the blend has finished (calculated at start of blend world time + blend duration)

FromOnDemandInstanceIndex

description: Optional index into OnDemandInstances from which we are blending

FromPermutationIndex

description: Permutation indices from and to which we are blending, used to ensure we 'forward' the actor to the correct LeaderPoseComponent when finished blending

StateFrom

description: State value to blend from

StateTo

description: State value to blend to

ToOnDemandInstanceIndex

description: Optional index into OnDemandInstance to which we are blending

TransitionBlendInstance

type: FTransitionBlen...

description: Actor used for blending between the two states


className: FAnimSharingModule

code: class FAnimSharingModule : public [FDefaultModuleImpl](API\Runtime\Core\Modules\FDefaultModuleImpl), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


description: Add a new instance to the 'stack'

code: void AddInstance ( InstanceType * Instance )


description: Get an available instance

code: InstanceType * GetInstance()


description: Return instance back

code: void FreeInstance ( InstanceType * Instance )


description: Return whether instance are available

code: bool InstanceAvailable() const


className: FInstanceStack

code: template<typename InstanceType> struct FInstanceStack

AvailableInstances

type: TArray< Instanc...


className: FOnAnimationSharingManagerCreated

code: typedef TMulticastDelegate_TwoParams< void, [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) *, const [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnAnimationSharingManagerCreated


className: FOnDemandInstance

description: Structure which holds data about a currently running on-demand state animation instance

code: struct FOnDemandInstance

ActorIndices

description: Indices of actors who are set up as followers to the skeletal mesh component running the animation

bActive

description: Flag whether or not instance is active

BlendToPermutationIndex

description: Permutation index that we are blending to before the end of the animation

bReturnToPreviousState

description: Flag whether or not the component should be 'returned' to the state they were in before the on-demand animation

EndTime

description: World time in seconds at which the animation has finished playing (calculated at start of blend world time + animation sequence length)

ForwardState

description: State value which the components should be set to when the on-demand animation has finished playing (used when !bReturnToPreviousState)

StartBlendTime

description: Time at which this on demand instance should blend out into the 'next' state the actor is in

StartTime

description: Time at which this instance was started

State

description: State value which is active

UsedPerStateComponentIndex

description: Indexinto Components array for the current state data which is used for playing the animation


className: FPerActorData

code: struct FPerActorData

AdditiveInstanceIndex

description: Indexto additive instance which is running on top of our state

bBlending

description: Flag whether or not we are currently blending

BlendInstanceIndex

description: Indexto blend instance which is currently driving this actor's animation

bRequiresTick

description: Flag whether or not this actor requires the leader component to tick

bRunningAdditive

description: Flag whether or not we are currently part of an additive animation state

bRunningOnDemand

description: Flag whether or not we are currently part of an on-demand animation state

ComponentIndices

description: Indices of the Components owned by this actor (used to index into PerComponentData)

CurrentState

description: Current state value (used to index PerStateData)

OnDemandInstanceIndex

description: Indexto on demand instance which is running accord to our current state (or previous state)

PermutationIndex

description: Permutation index (used to index Components array inside of PerStateData)

PreviousState

description: Previous state value (used to index PerStateData)

SignificanceValue

description: Cached significance value

UpdateActorHandleDelegate

type: FUpdateActorHan...

description: Register delegate called when actor is swapped and the handle should be updated


className: FPerComponentData

code: struct FPerComponentData

ActorIndex

description: Indexto the owning actor (used to index PerActorData)

Component

description: Skeletal mesh component registered for this component


code: FPerSkeletonAnimationSharingSetup()


className: FPerSkeletonAnimationSharingSetup

AdditiveAnimBlueprint

description: Animation blueprint used to apply additive animation on top of other states

AnimationStates

description: Definition of different animation states

BlendAnimBlueprint

description: Animation blueprint used to perform the blending between states

SkeletalMesh

type: TObjectPtr<USk...

description: Skeletal mesh used to setup skeletal mesh components

Skeleton

description: Skeleton compatible with the animation sharing setup

StateProcessorClass

description: Interface class used when determining which state an actor is in


className: FPerStateData

description: Structure which holds data about a unique state which is linked to an enumeration value defined by the user. The data is populated from the user exposedFAnimationStateEntry

code: struct FPerStateData

AdditiveAnimationSequence

description: Animation Sequence that is used for Additive States

AdditiveInstanceStack

type: FInstanceStack<...

description: Additive actors data structure

AnimationLengths

type: TArray< float >

description: Length of the animations used for an on-demand state, array as it could contain different animation permutations

bIsAdditive

description: Flag whether or not this state is an additive state

bIsOnDemand

description: Flag whether or not this state is an on-demand state, this means that we kick off a unique animation when needed

BlendTime

description: Duration of blending when blending to this state

bReturnToPreviousState

description: Flag whether or not we should return to the previous state, only used when this state is an on-demand one

bShouldForwardToState

description: Flag whether or not ForwardStateValue should be used hwen the animation has finished

Components

type: TArray<USkelet...

description: Components setup to play animations for this state

CurrentFrameOnDemandIndex

description: This is (re-)set every frame, and allows for quickly finding an on-demand instance which was setup this frame

FollowerTickRequiredFrameBits

type: TBitArray

description: Bits keeping track whether or not any of the follower components requires the leader component to tick

ForwardStateValue

description: State value to which the actors part of anFOnDemandInstanceshould be set to when its animation has finished

InUseComponentFrameBits

description: Bits keeping track which of the components are in-use, in case of On Demand state this is managed byFOnDemandInstance, otherwise we clear and populate the flags each frame

StateEnumValue

description: Enum value linked to this state

WiggleTime

description: Number of 'wiggle' frames, this is used when we run out of available entries in Components, if one of theFOnDemandInstancehas started NumWiggleFrames ago or earlier, it is used instead of a brand new one


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

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


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


description: Abstract function actually execute the tick.

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


code: FTickAnimationSharingFunction()


className: FTickAnimationSharingFunction

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTickAnimationSharingFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)

Manager

type: UAnimationShari...


code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetComponent() const


code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetFromComponent() const


code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetToComponent() const


code: void Initialise ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAnimationBP )


code: void Setup ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InFromComponent, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InToComponent, float InBlendTime )


code: FTransitionBlendInstance()


className: FTransitionBlendInstance

code: struct FTransitionBlendInstance

FromComponent

type: USkeletalMeshCo...

TransitionInstance

type: UAnimSharingTra...


className: FUpdateActorHandle

code: typedef TBaseDelegate_OneParam< void, int32 > FUpdateActorHandle


className: WithCopy

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


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


description: Returns whether or not the animation sharing is enabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=AnimationSharing) static bool AnimationSharingEnabled()


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

code: virtual void BeginDestroy()


description: Dealing with Actor data and handles

code: uint32 CreateActorHandle ( uint8 SkeletonIndex, uint32 ActorIndex ) const


description: Ensures all actor data is cleared

code: void ClearActorData()


description: Create an Animation Sharing Manager using the provided Setup

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=AnimationSharing, Meta=(WorldContext="WorldContextObject")) static bool CreateAnimationSharingManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [UAnimationSharingSetup](API\Plugins\AnimationSharing\UAnimationSharingSetup) * Setup )


code: [FPerActorData](API\Plugins\AnimationSharing\FPerActorData) * GetActorDataByHandle ( uint32 InHandle )


code: uint32 GetActorIndexFromHandle ( uint32 InHandle ) const


description: Returns the AnimationSharing Manager, nullptr if none was set up

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=AnimationSharing, Meta=(WorldContext="WorldContextObject")) static [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) * GetAnimationSharingManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns the AnimationSharing Manager for a specificUWorld, nullptr if none was set up

code: static [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) * GetManagerForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: uint8 GetSkeletonIndexFromHandle ( uint32 InHandle ) const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Registers actor with the animation sharing system

code: void RegisterActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [FUpdateActorHandle](API\Plugins\AnimationSharing\FUpdateActorHandle) Delegate )


description: Registers actor with the animation sharing system according to the SharingSkeleton's sharing setup (if available)

code: void RegisterActorWithSkeleton ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SharingSkeleton, [FUpdateActorHandle](API\Plugins\AnimationSharing\FUpdateActorHandle) Delegate )


description: Initialize sharing data structures

code: void Initialise ( const [UAnimationSharingSetup](API\Plugins\AnimationSharing\UAnimationSharingSetup) * InSetup )


description: Register an Actor with this Animation Sharing manager, according to the SharingSkeleton

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=AnimationSharing, Meta=(DisplayName="Register Actor")) void RegisterActorWithSkeletonBP ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SharingSkeleton )


code: static void SetDebugMaterial ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, uint8 State )


code: static void SetDebugMaterialForActor ( [UAnimSharingInstance](API\Plugins\AnimationSharing\UAnimSharingInstance) * Data, uint32 ActorIndex, uint8 State )


description: Sets the visibility of currently used Leader Pose Components

code: void SetLeaderComponentsVisibility ( bool bVisible )


description: Returns current scalability settings

code: const [FAnimationSharingScalability](API\Plugins\AnimationSharing\FAnimationSharingScalability) & GetScalabilitySettings() const


description: Deprecated* This member has been deprecated. Please use SetLeaderComponentsVisibility

code: void SetMasterComponentsVisibility ( bool bVisible )


description: Populates all data required for a Skeleton setup

code: void SetupPerSkeletonData ( const [FPerSkeletonAnimationSharingSetup](API\Plugins\AnimationSharing\FPerSkeletonAnimationSharingSetu-) & SkeletonSetup )


code: void Tick ( float DeltaTime )


description: Unregisters actor with the animation sharing system

code: void UnregisterActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Ensures all currently registered actors are removed

code: void UnregisterAllActors()


description: Update cached significance for registered actor

code: void UpdateSignificanceForActorHandle ( uint32 InHandle, float InValue )


className: UAnimationSharingManager

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig) class UAnimationSharingManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

PerSkeletonData

type: TArray<TObject...

description: Sharing data required for the unique Skeleton setups

ScalabilitySettings

type: FAnimationShari...

description: Platform specific scalability settings

Skeletons

description: Array of unique skeletons, matches PerSkeletonData array entries

TickFunction

type: FTickAnimationS...

description: Tick function for this manager


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


className: UAnimationSharingSetup

description: The Animation Sharing Setup asset contains all the information that will be shared across the specified Actors

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, Blueprintable, Config=Engine) class UAnimationSharingSetup : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

SkeletonSetups

type: TArray<FPerSke...


code: virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetAnimationStateEnum_Implementation()


code: virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetAnimationStateEnum_Internal()


code: virtual void ProcessActorState_Implementation ( int32 & OutState, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, uint8 CurrentState, uint8 OnDemandState, bool & bShouldProcess )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category=AnimationSharing) void ProcessActorState ( int32 & OutState, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, uint8 CurrentState, uint8 OnDemandState, bool & bShouldProcess )


code: virtual void ProcessActorState_Internal ( int32 & OutState, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, uint8 CurrentState, uint8 OnDemandState, bool & bShouldProcess )


className: UAnimationSharingStateProcessor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UAnimationSharingStateProcessor : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AnimationStateEnum

type: TSoftObjectPtr<...


code: virtual void ProcessActorStates ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutStates, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & CurrentStates, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OnDemandStates, [TArray](API\Runtime\Core\Containers\TArray)< bool > & ShouldProcessFlags )


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


className: UAnimSharingAdditiveInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Blueprintable) class UAnimSharingAdditiveInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance)

AdditiveAnimation

type: TWeakObjectPtr<...

Alpha

type: float

bStateBool

type: bool


code: virtual void BeginDestroy()


description: Retrieves the blend-time for this specific state

code: float CalculateBlendTime ( uint8 StateIndex ) const


description: Determines a permutation index for the given actor and state

code: uint32 DeterminePermutationIndex ( uint32 ActorIndex, uint8 State ) const


description: This uses the StateProcessor to determine the state index the actor is currently in

code: uint8 DetermineStateForActor ( uint32 ActorIndex, bool & bShouldProcess )


code: template<typename InstanceType> bool DoAnyActorsRequireTicking ( const InstanceType & Instance )


description: Frees up an Additive Animation instance and resets it state

code: void FreeAdditiveInstance ( uint8 StateIndex, [FAdditiveAnimationInstance](API\Plugins\AnimationSharing\FAdditiveAnimationInstance) * Instance )


description: Frees up a Blend instance and resets its state

code: void FreeBlendInstance ( [FTransitionBlendInstance](API\Plugins\AnimationSharing\FTransitionBlendInstance) * Instance )


code: void RemoveAdditiveInstance ( int32 InstanceIndex )


description: Removal functions which also make sure that indices of other data-structres are correctly remapped

code: void RemoveBlendInstance ( int32 InstanceIndex )


code: void RemoveComponent ( int32 ComponentIndex )


description: Removal functions which also make sure the actor is set to the correct leader pose component

code: void RemoveFromCurrentBlend ( int32 ActorIndex )


code: void RemoveFromCurrentOnDemand ( int32 ActorIndex )


code: void RemoveOnDemandInstance ( int32 InstanceIndex )


description: Sets the whether or not any of the follower components are visible

code: void SetComponentTick ( uint8 StateIndex, uint32 ComponentIndex )


description: Kicks off the blend and on-demand instances at the end of the current frame tick, this sets up the blend instance with the correct components to blend between

code: void KickoffInstances()


description: Marks the component as either used/not-used, this is used to disable ticking of components which are not in use

code: void SetComponentUsage ( bool bUsage, uint8 StateIndex, uint32 ComponentIndex )


description: Sets up all components of an actor to be followers of Component

code: void SetLeaderComponentForActor ( uint32 ActorIndex, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )


description: Deprecated* This function has been deprecated. Please use SetLeaderComponentForActor instead.

code: void SetMasterComponentForActor ( uint32 ActorIndex, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )


description: Deprecated* This function has been deprecated. Please use SetPermutationFollowerComponent instead.

code: void SetPermutationSlaveComponent ( uint8 StateIndex, uint32 ActorIndex, uint32 PermutationIndex )


description: Sets up the correct LeaderPoseComponent according to the state and permutation indices

code: void SetPermutationFollowerComponent ( uint8 StateIndex, uint32 ActorIndex, uint32 PermutationIndex )


description: Initial set up of all animation sharing data and states

code: bool Setup ( [UAnimationSharingManager](API\Plugins\AnimationSharing\UAnimationSharingManager) * AnimationSharingManager, const [FPerSkeletonAnimationSharingSetup](API\Plugins\AnimationSharing\FPerSkeletonAnimationSharingSetu-) & SkeletonSetup, const [FAnimationSharingScalability](API\Plugins\AnimationSharing\FAnimationSharingScalability) * ScalabilitySettings, uint32 Index )


description: Retrieves an additive instance, these are unique and cannot be reused

code: uint32 SetupAdditiveInstance ( uint8 StateIndex, uint8 FromState, uint8 StateComponentIndex )


description: Retrieves a blend instance, this could either mean reusing an already in progress one or a brand new one (if available according to scalability settings) returns whether or not the setup was successful

code: uint32 SetupBlend ( uint8 FromState, uint8 ToState, uint32 ActorIndex )


description: Retrieves a blend instance, and sets up a blend between a currently running On-Demand instance and another one which was started this frame

code: uint32 SetupBlendBetweenOnDemands ( uint8 FromOnDemandInstanceIndex, uint32 ToOnDemandInstanceIndex, uint32 ActorIndex )


description: Retrieves a blend instance, and sets up a blend from a currently running On-Demand instance to ToState

code: uint32 SetupBlendFromOnDemand ( uint8 ToState, uint32 OnDemandInstanceIndex, uint32 ActorIndex )


description: Retrieves a blend instance, and setups up a blend to an On-Demand instance from a regular animation state

code: uint32 SetupBlendToOnDemand ( uint8 FromState, uint32 ToOnDemandInstanceIndex, uint32 ActorIndex )


description: Sets up the correct LeaderPoseComponent for the passed in Component and State indices

code: void SetupFollowerComponent ( uint8 CurrentState, uint32 ActorIndex )


description: Retrieves a blend instance, this could either mean reusing an already in progress one or a brand new one (if available according to scalability settings) returns an index into OnDemandInstances array or INDEX_NONE if unable to setup an instance

code: uint32 SetupOnDemandInstance ( uint8 StateIndex )


description: Deprecated* This function has been deprecated. Please use SetupFollowerComponent instead.

code: void SetupSlaveComponent ( uint8 CurrentState, uint32 ActorIndex )


description: Populates data for a state setup

code: void SetupState ( [FPerStateData](API\Plugins\AnimationSharing\FPerStateData) & StateData, const [FAnimationStateEntry](API\Plugins\AnimationSharing\FAnimationStateEntry) & StateEntry, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [FPerSkeletonAnimationSharingSetup](API\Plugins\AnimationSharing\FPerSkeletonAnimationSharingSetu-) & SkeletonSetup, uint32 Index )


description: Switches between on-demand instances directly, without blending

code: void SwitchBetweenOnDemands ( uint32 FromOnDemandInstanceIndex, uint32 ToOnDemandInstanceIndex, uint32 ActorIndex )


description: Ticks all Actor Data entries and determines their current state, if changed since last tick it will alter their animation accordingly

code: void TickActorStates()


description: Ticks all currently running additive animation instances, this checks whether or not it has finished yet and sets the base-component as the leader component when it has

code: void TickAdditiveInstances()


description: Ticks all unique animation states, this checks which components are currently used and turns of those which currently don't have any followerss

code: void TickAnimationStates()


description: Ticks all currently running blend instances, checks whether or not the blend is finished and forwards the actor/components to the correct animation state

code: void TickBlendInstances()


description: Ticks various types of debugging data / drawing (not active in shipping build)

code: void TickDebugInformation()


description: Ticks all currently running on-demand instances, this checks whether or not the animation has finished or if we have to start blending out of the state already

code: void TickOnDemandInstances()


className: UAnimSharingInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAnimSharingInstance : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AdditiveInstances

type: TArray<FAdditi...

description: Currently running additive instances

AnimSharingManager

description: Animation sharing manager for the current world

BlendInstances

type: TArray<FBlendI...

description: Currently running blend instances

BlendInstanceStack

description: Blend actors data structure

NumSetups

description: Number of animation setups

OnDemandInstances

type: TArray<FOnDema...

description: Currently running on-demand instance

PerActorData

type: TArray<FPerAct...

description: Per actor data, matches RegisteredActors

PerComponentData

type: TArray<FPerCom...

description: Per component state data indexed fromFPerActorData.ComponentIndices

PerStateData

type: TArray<FPerSta...

description: Array of unique state data

RegisteredActors

description: Actors currently registered to be animation driven by the AnimManager using this setup

ScalabilitySettings

type: constFAnimatio...

description: Platform specific scalability settings

SharingActor

type: TObjectPtr<AAc...

description: Actor to which all the running SkeletalMeshComponents used for the sharing are attached to

SignificanceManager

type: USignificanceMa...

description: Significance manager used for retrieve AI actor significance values

SkeletalMeshBounds

type: FVector

description: Bounds for the currently used skeletal mesh

StateEnum

type: TObjectPtr<UEn...

description: Enum class set up by the user to 'describe' the animation states

StateProcessor

type: TObjectPtr<UAn...

description: (Blueprint)class instance used for determining the state enum value for each registered actor

WorldTime

description: Holds the current frame world time


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=AnimationSharing) void GetInstancedActors ( [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors )


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


className: UAnimSharingStateInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Blueprintable) class UAnimSharingStateInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance)


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


className: UAnimSharingTransitionInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Blueprintable) class UAnimSharingTransitionInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance)


description: Called when the children of the property should be customized or extra rows added

module: AnimationSharingEd

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: BeginIPropertyTypeCustomizationinterface

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: EndIPropertyTypeCustomizationinterface

code: [FText](API\Runtime\Core\Internationalization\FText) GetAnimationName ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle ) const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


code: FAnimationSetupCustomization()


code: virtual ~FAnimationSetupCustomization()


className: FAnimationSetupCustomization

code: class FAnimationSetupCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)

AnimSequencePropertyHandle

type: TSharedPtr<IPr...


code: [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & CreateEnumSelectionWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > ChildHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & StructBuilder )


code: void GenerateEnumComboBoxItems()


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


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > GetSelectedEnum ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle ) const


description: EndIPropertyTypeCustomizationinterface

code: [FText](API\Runtime\Core\Internationalization\FText) GetStateName ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle ) const


code: void SelectedEnumChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > Selection, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle )


code: FAnimationStateEntryCustomization()


className: FAnimationStateEntryCustomization

code: class FAnimationStateEntryCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)

CachedComboBoxEnumClass

type: UEnum*

ComboBoxItems

type: TArray<TShared...


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


code: FAnimSharingEdModule()


className: FAnimSharingEdModule

description: The public interface to this module

code: class FAnimSharingEdModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

code: virtual uint32 GetCategories()


description: IAssetTypeActionsImplementation.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetName() const


description: Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetSubMenus() const


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


description: Get the supported class of this type.

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


code: class FAssetTypeActions_AnimationSharingSetup : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: EndIPropertyTypeCustomizationinterface


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


code: class FPerSkeletonAnimationSharingSetupCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


className: GetStateEnumClass

code: static [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetStateEnumClass ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > & InProperty )


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


className: UAnimationSharingSetupFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, MinimalAPI) class UAnimationSharingSetupFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


module: AnimationWarpingEditor

code: virtual void OnApply_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Animation )


code: virtual void OnRevert_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Animation )


className: UOrientationWarpingModifier

BlendInTime

type: float

EnableOffsetCurveName

type: FName


code: virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const


description: Returns the short descriptive name of the controller.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


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


description: Can customize details tab

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


description: Customize pin data based on the input

code: virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


description: Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node.

code: virtual void GetInputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


description: Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.

code: virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


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

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


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


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


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


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