code: const [FAnimNode_AssetPlayerRelevancyBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerRelevancyBa-) * GetRelevantAssetPlayerInterfaceFromState ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy, const [FBakedAnimationState](API\Runtime\Engine\Animation\FBakedAnimationState) & StateInfo ) const


module: Engine

code: const [FAnimNode_AssetPlayerRelevancyBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerRelevancyBa-) * GetRelevantAssetPlayerInterfaceFromState ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, const [FBakedAnimationState](API\Runtime\Engine\Animation\FBakedAnimationState) & StateInfo ) const


code: const int32 GetStateIndex ( [FName](API\Runtime\Core\UObject\FName) StateName ) const


code: const int32 GetStateIndex ( const [FBakedAnimationState](API\Runtime\Engine\Animation\FBakedAnimationState) & StateInfo ) const


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


code: const [FBakedAnimationState](API\Runtime\Engine\Animation\FBakedAnimationState) & GetStateInfo ( int32 StateIndex ) const


description: Returns the blend weight of the specified state, as calculated by the last call to Update()

code: float GetStateWeight ( int32 StateIndex ) const


code: const [FAnimationTransitionBetweenStates](API\Runtime\Engine\Animation\FAnimationTransitionBetweenState-) & GetTransitionInfo ( int32 TransIndex ) const


description: Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.

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


description: Helper function to test if a state is a conduit

code: bool IsAConduitState ( int32 StateIndex ) const


code: bool IsTransitionActive ( int32 TransIndex ) const


code: bool IsValidTransitionIndex ( int32 TransitionIndex ) const


code: void LogInertializationRequestError ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, int32 PreviousState, int32 NextState )


description: Behaves like QueryTransitionEvent but additionally marks the event for consumption

code: bool QueryAndMarkTransitionEvent ( const int32 TransitionIndex, const [FName](API\Runtime\Core\UObject\FName) & EventName )


description: Returns whether or not the given event transition request has been queued

code: bool QueryTransitionEvent ( const int32 TransitionIndex, const [FName](API\Runtime\Core\UObject\FName) & EventName ) const


description: Queues a new transition request, returns true if the transition request was successfully queued

code: bool RequestTransitionEvent ( const [FTransitionEvent](API\Runtime\Engine\Animation\FTransitionEvent) & InTransitionEvent )


code: void SetState ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & Context, int32 NewStateIndex )


code: void SetStateInternal ( int32 NewStateIndex )


code: void TransitionToState ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, const [FAnimationTransitionBetweenStates](API\Runtime\Engine\Animation\FAnimationTransitionBetweenState-) & TransitionInfo, const [FAnimationPotentialTransition](API\Runtime\Engine\Animation\FAnimationPotentialTransition) * BakedTransitionInfo )


description: Helper functions for calling update and evaluate on state nodes

code: void UpdateState ( int32 StateIndex, const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )


description: Helper function that will update the states associated with a transition.

code: void UpdateTransitionStates ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, [FAnimationActiveTransitionEntry](API\Runtime\Engine\Animation\FAnimationActiveTransitionEntry) & Transition )


description: Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.

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


description: Gets the anim node function called on state entry, state became the current state of its state machine

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


description: State machine node.

code: struct FAnimNode_StateMachine : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)

ActiveTransitionArray

type: TArray<FAnimat...

description: The set of active transitions, if there are any.

bAllowConduitEntryStates

type: bool

description: Allows a conduit to be used as this state machine's entry state If a valid entry state cannot be found at runtime then this will generate a reference pose!

bCreateNotifyMetaData

description: Tag Notifies with meta data such as the active state and mirroring state.

bReinitializeOnBecomingRelevant

description: Reinitialize the state machine if we have become relevant to the graph after not being ticked on the previous frame(s)

bSkipFirstUpdateTransition

description: When the state machine becomes relevant, it is initialized into the Entry state.

CurrentState

description: The current state within the state machine.

ElapsedTime

type: float

description: Elapsed time since entering the current state.

EvaluatingTransitionIndex

description: Current TransitionIndexbeing evaluated.

HandledTransitionEvents

type: TArray<FTransi...

description: The set of transition requests handled this update.

MaxTransitionsPerFrame

description: The maximum number of transitions that can be taken by this machine 'simultaneously' in a single frame.

MaxTransitionsRequests

description: The maximum number of transition requests that can be buffered at any time.

OnGraphStatesEntered

type: TArray< FOnGrap...

description: Delegates that native code can hook into to handle state entry.

OnGraphStatesExited

description: Delegates that native code can hook into to handle state exits.

type: constFBakedAni...

description: The state machine description this is an instance of.

QueuedTransitionEvents

description: All alive transition requests that have been queued.

StateMachineIndexInClass

description: Indexinto the BakedStateMachines array in the owningUAnimBlueprintGeneratedClass.

StatePoseLinks

type: TArray<FPoseLi...

description: The set of states in this state machine.

StatesUpdated

type: TArray< int32 >

description: Used during transitions to make sure we don't double tick a state if it appears multiple times.


description: Gets the anim node function called on state exit, state stopped being the current state of its state machine

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


description: Gets the anim node function called on state fully blended out

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


description: Gets the anim node function called on state fully blended in

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


description: Used to upgrade old FAnimNode_Roots toFAnimNode_StateResult

code: bool SerializeFromMismatchedTag ( const [FPropertyTag](API\Runtime\CoreUObject\UObject\FPropertyTag) & Tag, [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


code: void SetStateIndex ( int32 InStateIndex )


description: Root node of an state machine state (sink node). We dont use AnimNode_Root to let us distinguish these nodes in the property list at link time.

code: struct FAnimNode_StateResult : public [FAnimNode_Root](API\Runtime\Engine\Animation\FAnimNode_Root)

StateIndex

description: The index of the state this node belongs to.


description: Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.

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


code: void CachePose ( const [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & PoseToCache )


description: Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.

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


description: Called to gather on-screen debug data. This is called on the game thread.

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


description: Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.

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


code: bool InputNodeNeedsUpdate ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context ) const


code: bool InputNodeNeedsEvaluate() const


description: Animation data node for state machine transitions. Can be set to supply either the animation data from the transition source (From State) or the transition destination (To State).

code: struct FAnimNode_TransitionPoseEvaluator : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)

CachedBonesCounter

type: FGraphTraversal...

CachedCurve

type: FBlendedHeapCur...

CachedPose

type: FCompactHeapPos...

DataSource

type: TEnumAsByte<EE...


description: Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.

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


description: Root node of a state machine transition graph.

code: struct FAnimNode_TransitionResult : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)

NativeTransitionDelegate

type: FCanTakeTransit...

description: Native delegate to use when checking transition


code: struct FAnimNode_UseCachedPose : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)

CachePoseName

type: FName

description: Intentionally not exposed, set by AnimBlueprintCompiler

LinkToCachingNode

type: FPoseLink

description: Note: This link is intentionally not public; it's wired up during compilation.


className: FAnimNotifyArray

code: struct FAnimNotifyArray

Notifies

type: TArray<FAnimNo...


code: FAnimNotifyContext ( const [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & InTickRecord )


className: FAnimNotifyContext

code: struct FAnimNotifyContext

TickRecord

type: constFAnimTick...


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


className: TypeName

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


code: FAnimNotifyEndDataContext ( bool bInReachedEnd )


className: FAnimNotifyEndDataContext

description: Notify Context Data containing if the notify state reached the end or was cancelled This is useful i.e When there's simultaneous instances of the same montage, to trigger start/end events of its notify states.

code: class FAnimNotifyEndDataContext : public [UE::Anim::IAnimNotifyEventContextDataInterface](API\Runtime\Engine\Animation\IAnimNotifyEventContextDataInter-)

bReachedEnd

type: const bool


description: Returns the actual end time for a state notify. In some cases this may be different from DisplayTime + Duration

code: float GetEndTriggerTime() const


description: Get the NotifyName pre-appended to "AnimNotify_", for calling the event


description: Get the mirrored NotifyName pre-appended to "AnimNotify_", for calling the event. If Notify is not mirrored returns result ofGetNotifyEventName()

code: [FName](API\Runtime\Core\UObject\FName) GetNotifyEventName ( const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorDataTable ) const


description: Returns the actual trigger time for this notify. In some cases this may be different to the DisplayTime that has been set

code: float GetTriggerTime() const


description: Returns true if this is blueprint or native class-based notify (i.e. not a named notify)

code: bool IsBlueprintNotify() const


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


description: Returns true is this AnimNotify is a BranchingPoint

code: bool IsBranchingPoint() const


description: This can be used with theSort()function on aTArrayof FAnimNotifyEvents to sort the notifies array by time, earliest first.

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


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


description: Updates end trigger offset based on a combination of predicted offset and current offset

code: void RefreshEndTriggerOffset ( [EAnimEventTriggerOffsets::Type](API\Runtime\Engine\Animation\EAnimEventTriggerOffsets__Type) PredictedOffsetType )


description: Updates trigger offset based on a combination of predicted offset and current offset

code: void RefreshTriggerOffset ( [EAnimEventTriggerOffsets::Type](API\Runtime\Engine\Animation\EAnimEventTriggerOffsets__Type) PredictedOffsetType )


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


description: Sets the time of this element

code: virtual void SetTime ( float NewTime, [EAnimLinkMethod::Type](API\Runtime\Engine\Animation\EAnimLinkMethod__Type) ReferenceFrame )


code: void SetDuration ( float NewDuration )


className: FAnimNotifyEvent

description: Triggers an animation notify. Each AnimNotifyEvent contains an AnimNotify object which has its Notify method called and passed to the animation.

code: struct FAnimNotifyEvent : public [FAnimLinkableElement](API\Runtime\Engine\Animation\FAnimLinkableElement)

bConvertedFromBranchingPoint

type: bool

description: If TRUE, this notify has been converted from an old BranchingPoint.

bTriggerOnDedicatedServer

description: If disabled this notify will be skipped on dedicated servers

bTriggerOnFollower

description: If enabled this notify will trigger when the animation is a follower in a sync group (by default only the sync group leaders notifies trigger

EndLink

type: FAnimLinkableEl...

description: Linkable element to use for the end handle representing a notify state duration

EndTriggerTimeOffset

description: An offset similar to TriggerTimeOffset but used for the end scrub handle of a notify state's duration

Guid

type: FGuid

description: Guid for tracking notifies in editor

MontageTickType

type: TEnumAsByte<EM...

Notify

type: TObjectPtr< cla...

NotifyColor

type: FColor

description: Color of Notify in editor

NotifyFilterLOD

description: LOD to start filtering this notify from.

NotifyFilterType

type: TEnumAsByte<EN...

description: Defines a method for filtering notifies (stopping them triggering) e.g. by looking at the meshes current LOD

NotifyTriggerChance

description: Defines the chance of of this notify triggering, 0 = No Chance, 1 = Always triggers

TrackIndex

description: 'Track' that the notify exists on, used for visual placement in editor and sorting priority in runtime

TriggerTimeOffset

description: An offset from the DisplayTime to the actual time we will trigger the notify, as we cannot always trigger it exactly at the time the user wants


description: Allows adding extra context data after GatherTickRecordData has been exectuted.

code: template<typename Type, typename... TArgs> void AddContextData ( TArgs &&... Args )


description: Pulls relevant data from the tick record.

code: void GatherTickRecordData ( const [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & InTickRecord )


code: template<typename Type> const Type * GetContextData() const


code: const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * GetMirrorDataTable() const


description: Gets the current animation's time that this notify was fired at.

code: float GetCurrentAnimationTime() const


code: const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * GetNotify() const


description: Gets the source object of this notify (e.g. anim sequence), if any.

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


code: void SetNotify ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * InNotify )


code: FAnimNotifyEventReference ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * InNotify, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InNotifySource )


code: FAnimNotifyEventReference ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * InNotify, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InNotifySource, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorDataTable )


className: FAnimNotifyEventReference

code: struct FAnimNotifyEventReference


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


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


code: FAnimNotifyMirrorContext ( const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorDataTable )


className: FAnimNotifyMirrorContext

code: class FAnimNotifyMirrorContext : public [UE::Anim::IAnimNotifyEventContextDataInterface](API\Runtime\Engine\Animation\IAnimNotifyEventContextDataInter-)

MirrorTable

type: TWeakObjectPtr<...


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


code: FAnimNotifyMontageInstanceContext ( const int32 InMontageInstanceID )


className: FAnimNotifyMontageInstanceContext

description: Notify Context Data containing the Instance ID of the montage that triggered this notify This is useful i.e When there's simultaneous instances of the same montage, to trigger start/end events of its notify states.

MontageInstanceID

type: const int32


description: Wrapper functions for when we aren't coming from a sync group

code: void AddAnimNotifies ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) > & NewNotifies, const float InstanceWeight )


code: void AddAnimNotifies ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) >> & NewNotifies, const float InstanceWeight )


description: Add anim notifies

code: void AddAnimNotifies ( bool bSrcIsLeader, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) > & NewNotifies, const float InstanceWeight )


description: Add anim notifies from montage

code: void AddAnimNotifies ( bool bSrcIsLeader, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) >> & NewNotifies, const float InstanceWeight )


description: Add notify to queue

code: void AddAnimNotify ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * Notify, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * NotifySource )


description: Append one queue to another

code: void Append ( const [FAnimNotifyQueue](API\Runtime\Engine\Animation\FAnimNotifyQueue) & Queue )


description: Work out whether this notify should be triggered based on its chance of triggering value

code: bool PassesChanceOfTriggering ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * Event ) const


description: Takes the cached notifies from playing montages and adds them if they pass a slot weight check

code: void ApplyMontageNotifies ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) & Proxy )


description: Should the notifies current filtering mode stop it from triggering

code: bool PassesFiltering ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * Notify ) const


description: Reset queue & update LOD level

code: void Reset ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )


className: FAnimNotifyQueue

code: struct FAnimNotifyQueue

AnimNotifies

description: Animation Notifies that has been triggered in the latest tick

PredictedLODLevel

description: Best LOD that was 'predicted' by UpdateSkelPose.

RandomStream

type: FRandomStream

description: Internal random stream

UnfilteredMontageAnimNotifies

type: TMap<FName,FA...

description: Animation Notifies from montages that still need to be filtered by slot weight


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


code: bool IsStateInStateMachineInContext ( int32 StateMachineIndex, int32 StateIndex ) const


code: bool IsStateMachineInContext ( int32 StateMachineIndex ) const


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


code: FAnimNotifyStateMachineContext ( const [FEncounteredStateMachineStack](API\Runtime\Engine\Animation\FEncounteredStateMachineStack) & InEncounteredStateMachines )


className: FAnimNotifyStateMachineContext

code: class FAnimNotifyStateMachineContext : public [UE::Anim::IAnimNotifyEventContextDataInterface](API\Runtime\Engine\Animation\IAnimNotifyEventContextDataInter-)

EncounteredStateMachines

type: constFEncounte...


code: FAnimNotifyTrack ( [FName](API\Runtime\Core\UObject\FName) InTrackName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InTrackColor )


className: FAnimNotifyTrack

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

code: struct FAnimNotifyTrack

SyncMarkers

type: TArray<FAnimSy...

TrackColor

type: FLinearColor

TrackName

type: FName


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


code: FAnimParentNodeAssetOverride ( [FGuid](API\Runtime\Core\Misc\FGuid) InGuid, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InNewAsset )


className: FAnimParentNodeAssetOverride

code: struct FAnimParentNodeAssetOverride

NewAsset

type: TObjectPtr<UAn...


description: Apply an impulse to a body

code: static void ApplyImpulse ( [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * InOutRigidBody, const FVector & InWorldOrientedImpactPoint, const FVector & InImpulse )


description: Calculates the centre of mass of a collection of shapes

code: static FVector CalculateCenterOfMass ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) > & InShapes )


className: bEnableDetailedStats

description: Runtime cvar toggle for detailed/verbose profiling.

code: static bool bEnableDetailedStats = false;


description: Calculates the center of mass of a shape

code: static FVector CalculateCenterOfMass ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & InVertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & InTriangles )


description: Calculate the inertia tensor of a shape

code: static FMatrix CalculateInertia ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & InVertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & InTriangles, const FVector & InCenterOfMass )


description: Calculate the inertia tensor of a collection of shapes

code: static FMatrix CalculateInertia ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) > & InShapes, const FVector & InCenterOfMass )


description: Calculates the volume of a shape

code: static float CalculateVolume ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & InVertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & InTriangles )


description: Calculates the volume of a collection of shapes

code: static float CalculateVolume ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) > & InShapes )


description: Constraints the rotation between two bodies into a cone

code: static void ConstrainConeAngle ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysAngularLimit](API\Runtime\Engine\Animation\FAnimPhysAngularLimit) > & LimitContainer, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * FirstBody, const FVector & Normal0, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * SecondBody, const FVector & Normal1, float LimitAngle, float InJointBias )


description: Constraint two bodies together with angular limits, limiting the relative rotation between them. Note that this allows TWO axes to rotate, the twist axis will always be locked

code: static void ConstrainAngularRange ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysAngularLimit](API\Runtime\Engine\Animation\FAnimPhysAngularLimit) > & LimitContainer, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * FirstBody, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * SecondBody, const FQuat & JointFrame, AnimPhysTwistAxis TwistAxis, const FVector & JointLimitMin, const FVector & JointLimitMax, float InJointBias )


description: Constrain bodies along a provided axis

code: static void ConstrainAlongDirection ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysLinearLimit](API\Runtime\Engine\Animation\FAnimPhysLinearLimit) > & LimitContainer, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * FirstBody, const FVector & FirstPosition, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * SecondBody, const FVector & SecondPosition, const FVector & AxisToConstrain, const FVector2D Limits, float MinimumForce, float MaximumForce )


description: Constrains the position of a body to one side of a plane placed at PlaneTransform (plane normal is Z axis)

code: static void ConstrainPlanar ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysLinearLimit](API\Runtime\Engine\Animation\FAnimPhysLinearLimit) > & LimitContainer, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * Body, const FTransform & PlaneTransform )


description: Constrain bodies together as if fixed or nailed (linear only, bodies can still rotate)

code: static void ConstrainPositionNailed ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysLinearLimit](API\Runtime\Engine\Animation\FAnimPhysLinearLimit) > & LimitContainer, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * FirstBody, const FVector & FirstPosition, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * SecondBody, const FVector & SecondPosition )


description: Constrain bodies together with linear limits forming a box or prism around the constraint

code: static void ConstrainPositionPrismatic ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysLinearLimit](API\Runtime\Engine\Animation\FAnimPhysLinearLimit) > & LimitContainer, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * FirstBody, const FVector & FirstPosition, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * SecondBody, const FVector & SecondPosition, const FQuat & PrismRotation, const FVector & LimitsMin, const FVector & LimitsMax )


description: Constrains the position of a body within the requested sphere

code: static void ConstrainSphericalInner ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysLinearLimit](API\Runtime\Engine\Animation\FAnimPhysLinearLimit) > & LimitContainer, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * Body, const FTransform & SphereTransform, float SphereRadius )


description: Constrains the position of a body outside of the requested sphere

code: static void ConstrainSphericalOuter ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysLinearLimit](API\Runtime\Engine\Animation\FAnimPhysLinearLimit) > & LimitContainer, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * Body, const FTransform & SphereTransform, float SphereRadius )


description: Spring creation methods.

code: static void CreateSpring ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysSpring](API\Runtime\Engine\Animation\FAnimPhysSpring) > & SpringContainer, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * Body0, FVector Position0, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * Body1, FVector Position1 )


description: Performs a physics update on the provided state objects

code: static void PhysicsUpdate ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * > & Bodies, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysLinearLimit](API\Runtime\Engine\Animation\FAnimPhysLinearLimit) > & LinearLimits, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysAngularLimit](API\Runtime\Engine\Animation\FAnimPhysAngularLimit) > & AngularLimits, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysSpring](API\Runtime\Engine\Animation\FAnimPhysSpring) > & Springs, const FVector & GravityDirection, const FVector & ExternalForce, const FVector & ExternalLinearAcc, int32 NumPreIterations, int32 NumPostIterations )


description: Scale the mass and inertia properties of a rigid body

code: static void ScaleRigidBodyMass ( [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * InOutRigidBody, float Scale )


className: FAnimPhys

description: Lightweight rigid body motion solver (no collision) used for cosmetic secondary motion in an animation graph without invoking something heavier like using PhysX to simulate constraints which could be cost prohibitive

code: class FAnimPhys


description: Solve the limit

code: void Iter ( float DeltaTime )


description: Remove bias added to solve the limit

code: void RemoveBias()


code: FAnimPhysAngularLimit ( [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * InFirstBody, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * InSecondBody, const FVector & InWorldSpaceAxis, float InTargetSpin, float InMinimumTorque, float InMaximumTorque )


className: FAnimPhysAngularLimit

description: Angular limit, keeps angular torque around an axis within a defined range

code: class FAnimPhysAngularLimit : public [FAnimPhysLimit](API\Runtime\Engine\Animation\FAnimPhysLimit)

CachedSpinToTorque

type: float

description: Cached spin to torque value that is independant of iterations.

MaximumTorque

description: Maximum torque this limit can apply.

MinimumTorque

description: Minimum torque this limit can apply.

TargetSpin

description: The required spin required to align the limit.

Torque

description: Rotational impulse.

WorldSpaceAxis

type: FVector

description: Axis of the limit in world space.


className: FAnimPhysLimit

description: Base class for constraint limits

code: class FAnimPhysLimit

Bodies

type: FAnimPhysRigidB...


description: Solve the limit

code: void Iter ( float DetlaTime )


code: FAnimPhysLimit ( [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * InFirstBody, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * InSecondBody )


code: FAnimPhysLinearLimit ( [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * InFirstBody, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * InSecondBody, const FVector & InFirstPosition, const FVector & InSecondPosition, const FVector & InNormal, float InTargetSpeed, float InTargetSpeedWithoutBias, const FVector2D & InForceRange )


className: FAnimPhysLinearLimit

code: class FAnimPhysLinearLimit : public [FAnimPhysLimit](API\Runtime\Engine\Animation\FAnimPhysLimit)

FirstPosition

description: Position of anchor on first object (in first object local space)

InverseInertiaImpulse

description: Cached denominator of the impulse calculation, doesn't change across iterations.

LimitNormal

description: Normal along which the limit is applied.

Maximumforce

description: Maximum force this limit can apply along the normal.

MinimumForce

description: Minimum force this limit can apply along the normal.

SecondPosition

description: Position of anchor on second object (in second object local space)

SumImpulses

description: Sum of impulses applied.

TargetSpeed

description: Target speed needed to solve the limit.

TargetSpeedWithoutBias

description: Target speed of the limit without bias (force added just to solve limit)

description: Cached world space position on body 0.

description: Cached world space position on body 1.


code: FVector operator* ( const FVector & InPoint ) const


code: [FAnimPhysPose](API\Runtime\Engine\Animation\FAnimPhysPose) operator* ( const [FAnimPhysPose](API\Runtime\Engine\Animation\FAnimPhysPose) & InPose ) const


code: FPlane TransformPlane ( const FPlane & InPlane )


code: FAnimPhysPose ( const FVector & InPosition, const FQuat & InOrient )


className: FAnimPhysPose

description: Defines a transform (Position/Orientation) for an anim phys object without scaling

code: struct FAnimPhysPose

Orientation

type: FQuat


description: Spin / Omega for the body.

code: FVector Spin()


code: FAnimPhysRigidBody ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) > & InShapes, const FVector & InPosition )


className: FAnimPhysRigidBody

description: A collection of shapes grouped for simulation as a rigid body

code: class FAnimPhysRigidBody : public [FAnimPhysState](API\Runtime\Engine\Animation\FAnimPhysState)

bAngularDampingOverriden

type: bool

description: Override angular damping for this body.

bLinearDampingOverriden

description: Override linear damping for this body.

bUseGravityOverride

description: Use manual gravity override.

bWindEnabled

description: Whether to use wind forces on this body.

CenterOfMass

description: Body center of mass (CoM of all shapes)

CollisionType

type: AnimPhysCollisi...

description: Collision Data (Only how we interact with planes currently)

GravityOverride

description: Direct gravity override value.

GravityScale

description: Override gravity scale for this body.

InverseMass

description: 1.0f / Mass

InverseTensorWithoutMass

type: FMatrix

description: Mass free inverse tensor (easier to scale mass)

InverseWorldSpaceTensor

description: Full (with mass) inverse tensor in world space.

Mass

description: Mass of this body.

NextPosition

description: Maintained state, Start/Prev/Next.

PreviousState

type: FAnimPhysState

description: Previous motion state (linear/angular momentum)

Shapes

type: TArray<FAnimPh...

description: Shapes contained within this body.

SphereCollisionRadius

description: Radius to use when not using CoM collision mode.

WindData

type: FAnimPhysWindDa...

description: Per-body wind data (speed, direction etc.)


description: Makes a box with the given extents

code: static [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) MakeBox ( const FVector & Extents )


description: Transforms each vertex in the shape

code: void TransformVerts ( FTransform & InTransform )


code: FAnimPhysShape ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > & InVertices, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & InTriangles )


className: FAnimPhysShape

code: struct FAnimPhysShape

CenterOfMass

description: Center of mass for the chape.

Triangles

type: TArray< FIntVec...

description: Triangles defining the shape.

Vertices

type: TArray< FVector...

description: Vertex positions defining the shape.

Volume

description: Volume of the shape.


description: Applies forces to the bound bodies

code: void ApplyForces ( float DeltaTime )


className: FAnimPhysSpring

code: struct FAnimPhysSpring

description: Local space anchor positions (in space of Body0 and Body1 respectively)

AngularTarget

description: Target in body0 space for the target axis on body1 to reach.

AngularTargetAxis

type: AnimPhysTwistAx...

description: The axis of body1's orientation to match to the angular target.

bApplyAngular

description: Whether to apply angular spring force.

bApplyLinear

description: Whether to apply linear spring force.

description: Bodies connected by the spring (Or nullptr for world)

SpringConstantAngular

description: Sprint constant for angular springs.

SpringConstantLinear

description: Spring constant for linear springs.

TargetOrientationOffset

description: Extra orientation applied on top of Body0's orientation to the target direction.


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


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


code: FAnimPhysState ( const FVector & InPosition, const FQuat & InOrient, const FVector & InLinearMomentum, const FVector & InAngularMomentum )


className: FAnimPhysState

description: Defines a single closed, convex shape within the rigid body

code: class FAnimPhysState

Pose

type: FAnimPhysPose


className: FAnimPhysWindData

description: Simple struct holding wind params passed into simulation

code: struct FAnimPhysWindData

BodyWindScale

description: Scale for the final velocity.

WindAdaption

description: Mirrors APEX adaption, adds some randomness / billow.

WindDirection

description: World space wind direction.

WindSpeed

description: Current wind speed.


code: [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) * GetContext() const


className: InternalContextTypeId

code: static const FData::EContextType InternalContextTypeId = FData::EContextType::Pose;


code: FAnimPoseContext ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FData](API\Runtime\Engine\Animation\FAnimExecutionContext\FData) > InData )


className: FAnimPoseContext

code: struct FAnimPoseContext : public [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext)


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FQuat > & GetOutAtomRotations() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector > & GetOutAtomScales3D() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector > & GetOutAtomTranslations() const


code: const BoneTrackArray & GetRotationPairs() const


code: const BoneTrackArray & GetScalePairs() const


code: const BoneTrackArray & GetTranslationPairs() const


code: FAnimPoseDecompressionData ( const BoneTrackArray & InRotationPairs, const BoneTrackArray & InTranslationPairs, const BoneTrackArray & InScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FQuat > & InOutAtomRotations, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector > & InOutAtomTranslations, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector > & InOutAtomScales3D )


className: FAnimPoseDecompressionData

description: Struct containing the generated pairs to decompress a Pose, with the output atoms arranged in separate arrays

code: struct FAnimPoseDecompressionData

OutAtomRotations

type: TArrayView< FQu...

type: TArrayView< FVe...

RotationPairs

type: const BoneTrack...


description: Converts 'Track Position' to position on AnimSequence. Note: doesn't check that position is in valid range, must do that before calling this function!

code: float ConvertTrackPosToAnimPos ( const float & TrackPosition ) const


description: Get Animation Data.

code: [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * GetAnimationData ( float PositionInTrack, float & PositionInAnim ) const


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

code: void GetAnimNotifiesFromTrackPositions ( const float & PreviousTrackPosition, const float & CurrentTrackPosition, [TArray](API\Runtime\Core\Containers\TArray)< const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * > & OutActiveNotifies ) const


code: void GetAnimNotifiesFromTrackPositions ( const float & PreviousTrackPosition, const float & CurrentTrackPosition, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) > & OutActiveNotifies ) const


code: void GetAnimNotifiesFromTrackPositions ( const float & PreviousTrackPosition, const float & CurrentTrackPosition, [FAnimNotifyContext](API\Runtime\Engine\Animation\FAnimNotifyContext) & NotifyContext ) const


code: const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) > & GetAnimReference() const


description: End Position within this AnimCompositeBase

code: float GetEndPos() const


description: Ensures PlayRate is non Zero

code: float GetValidPlayRate() const


description: Given a Track delta position [StartTrackPosition, EndTrackPosition] See if this AnimSegment overlaps any of it, and if it does, break them up into a sequence ofFRootMotionExtractionStep. Supports animation playing forward and backward. Track range should be a contiguous range, not wrapping over due to looping.

code: void GetRootMotionExtractionStepsForTrackRange ( [TArray](API\Runtime\Core\Containers\TArray)< [FRootMotionExtractionStep](API\Runtime\Engine\Animation\FRootMotionExtractionStep) > & RootMotionExtractionSteps, const float StartPosition, const float EndPosition ) const


description: Return true if it's included within the input range

code: bool IsIncluded ( float InStartPos, float InEndPos ) const


code: bool IsInRange ( float CurPos ) const


description: Return true if anim notify is available


code: bool IsPlayLengthOutOfDate() const


description: Return true if valid, false otherwise, only invalid if we contains recursive reference

code: bool IsValid() const


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


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


code: void SetAnimReference ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimReference, bool bInitialize )


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


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


className: FAnimSegment

description: This is anim segment that defines what animation and how

code: struct FAnimSegment

AnimEndTime

type: float

description: Time to end playing the AnimSequence at.

AnimPlayRate

description: Playback speed of this animation. If you'd like to reverse, set -1

AnimStartTime

description: Time to start playing AnimSequence at.

StartPos

description: Start Pos within this AnimCompositeBase


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > & GetRefLocalPoses() const


code: double GetRelativePosition() const


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


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTrackToSkeletonMap](API\Runtime\Engine\Animation\FTrackToSkeletonMap) > & GetTrackToSkeletonMap() const


description: Deprecated* Seek with float precision sampling time has been deprecated use double signature instead

code: void Seek ( float SampleAtTime )


description: Deprecated* his constructor is deprecated. Use the other constructor by passing the ref pose and track to skeleton map to ensure safe usage with all codecs

code: FAnimSequenceDecompressionContext ( float SequenceLength_, EAnimInterpolationType Interpolation_, const [FName](API\Runtime\Core\UObject\FName) & AnimName_, const [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & CompressedAnimData_ )


code: FAnimSequenceDecompressionContext ( const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & InSamplingRate, const int32 InNumberOfFrames, EAnimInterpolationType Interpolation_, const [FName](API\Runtime\Core\UObject\FName) & AnimName_, const [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & CompressedAnimData_, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RefPoses_, const [TArray](API\Runtime\Core\Containers\TArray)< [FTrackToSkeletonMap](API\Runtime\Engine\Animation\FTrackToSkeletonMap) > & TrackToSkeletonMap_, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSourceSkeleton, bool bIsBakedAdditive )


className: FAnimSequenceDecompressionContext

description: Encapsulates decompression related data used by bone compression codecs.

AnimName

type: FName

CompressedAnimData

type: constICompress...

Interpolation

type: EAnimInterpolat...

SamplingRate

type: FFrameRate

SamplingTime

type: FFrameTime

SourceSkeleton

type: constUSkeleton...


code: void Initialize ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > InTrackNames )


className: FAnimSequenceTrackContainer

description: These two always should go together, but it is not right now. I wonder in the future, we change all compressed to be inside as well, so they all stay together When remove tracks, it should be handled together

code: struct FAnimSequenceTrackContainer

AnimationTracks

type: TArray< struct ...

TrackNames

type: TArray<FName>


description: Deprecated*FAnimSequenceDecompressionContextsignature has been deprecated, use different one with sampling rate and number of frames

code: FAnimSequenceDecompressionContext ( float SequenceLength_, EAnimInterpolationType Interpolation_, const [FName](API\Runtime\Core\UObject\FName) & AnimName_, const [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & CompressedAnimData_, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RefPoses_, const [TArray](API\Runtime\Core\Containers\TArray)< [FTrackToSkeletonMap](API\Runtime\Engine\Animation\FTrackToSkeletonMap) > & TrackToSkeletonMap_ )


className: FAnimSetMeshLinkup

description: This is a mapping table between each bone in a particular skeletal mesh and the tracks of this animation set.

code: struct FAnimSetMeshLinkup

BoneToTrackTable

type: TArray< int32 >

description: Mapping table.


description: Reset this linkup and re-create between the provided skeletal mesh and anim set.

code: void BuildLinkup ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, class [UAnimSet](API\Runtime\Engine\Animation\UAnimSet) * InAnimSet )


description: Clear any UObjects we might be using. Called at the end of the post-evaluate phase. This is to ensure that objects are not used by anything apart from animation nodes. Please make sure to call the base implementation if this is overridden.

code: virtual void ClearObjects()


description:
Evaluate override point
true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true

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


description: Returns the length (seconds), not including any rate multipliers, calculated by weighting the currently active samples

code: float GetBlendSpaceLength() const


description: Returns the current target/requested blend space position, and the filtered (smoothed) position.

code: void GetBlendSpaceState ( FVector & OutPosition, FVector & OutFilteredPosition ) const


code: const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * GetMirrorDataTable()


description: Copy any UObjects we might be using. Called Pre-update and pre-evaluate.

code: virtual void InitializeObjects ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


description: Called when our anim instance is being initialized

code: virtual void Initialize ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


description: Called after update so we can copy any data we need

code: virtual void PostUpdate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance ) const


description: Called before update so we can copy any data we need

code: virtual void PreUpdate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, float DeltaSeconds )


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


code: virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAsset, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent, bool bIsLooping, float InPlayRate )


description: Sets the target blend space position

code: void SetBlendSpacePosition ( const FVector & InPosition )


code: void SetCurrentTime ( float InCurrentTime )


code: void SetLooping ( bool bIsLooping )


code: void SetMirrorDataTable ( const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )


description: Set the montage slot to preview.

code: void SetMontagePreviewSlot ( [FName](API\Runtime\Core\UObject\FName) PreviewSlot )


code: void SetPlaying ( bool bIsPlaying )


code: void SetPlayRate ( float InPlayRate )


code: void SetPreviewCurveOverride ( const [FName](API\Runtime\Core\UObject\FName) & PoseName, float Value, bool bRemoveIfZero )


code: void SetReverse ( bool bInReverse )


code: void UpdateBlendspaceSamples ( FVector InBlendInput )


description: Update internal weight structures for supplied slot name.

code: void UpdateMontageWeightForSlot ( const [FName](API\Runtime\Core\UObject\FName) CurrentSlotNodeName, float InGlobalNodeWeight )


code: FAnimSingleNodeInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


code: virtual ~FAnimSingleNodeInstanceProxy()


description: Updates the anim graph

code: virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )


className: FAnimSingleNodeInstanceProxy

description: Proxy override for this UAnimInstance-derived class

code: struct FAnimSingleNodeInstanceProxy : public [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy)

bCanProcessAdditiveAnimations

type: bool

description: If this is being used by a user (for instance on a skeletal mesh placed in a level) we don't want to allow additives.

CurrentAsset

type: UAnimationAsset...

description: Current Asset being played. Note that this will be nullptr outside of pre/post update

MirrorDataTable

type: constUMirrorDa...

description: If set the result will be mirrored using the table

PreviewCurveOverride

type: TMap<FName, fl...

description: Pose Weight value that can override curve data.

SingleNode

description: The internal anim node that does our processing


className: DefaultGroupName

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


className: DefaultSlotName

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


code: FAnimSlotGroup ( [FName](API\Runtime\Core\UObject\FName) InGroupName )


className: FAnimSlotGroup

code: struct FAnimSlotGroup


description: Serialization.

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UAnimStreamable](API\Runtime\Engine\Animation\UAnimStreamable) * Owner, int32 ChunkIndex )


className: FAnimStreamableChunk

code: class FAnimStreamableChunk

BulkData

type: FByteBulkData

description: Bulk data if stored in the package.

CompressedAnimSequence

type: FCompressedAnim...

description: Compressed Data for this chunk (if nullptr then data needs to be loaded via BulkData)


description: Override point to perform subsystem class data initialization on class link

code: virtual void OnLink ( [FAnimSubsystemLinkContext](API\Runtime\Engine\Animation\FAnimSubsystemLinkContext) & InContext )


description: Override point to perform subsystem class data initialization post-load

code: virtual void OnPostLoad ( [FAnimSubsystemPostLoadContext](API\Runtime\Engine\Animation\FAnimSubsystemPostLoadContext) & InContext )


description: Override point to perform subsystem instance data initialization post-load

code: virtual void OnPostLoadDefaults ( [FAnimSubsystemPostLoadDefaultsContext](API\Runtime\Engine\Animation\FAnimSubsystemPostLoadDefaultsCo-) & InContext )


description: Override point to process game-thread data per-frame. Called after event-graph-related work (e.g. NativeUpdateAnimation and BlueprintUpdateAnimation)

code: virtual void OnPostUpdate_GameThread ( [FAnimSubsystemUpdateContext](API\Runtime\Engine\Animation\FAnimSubsystemUpdateContext) & InContext ) const


description: Override point to process game-thread data per-frame. Called before event-graph-related work (e.g. NativeUpdateAnimation and BlueprintUpdateAnimation)

code: virtual void OnPreUpdate_GameThread ( [FAnimSubsystemUpdateContext](API\Runtime\Engine\Animation\FAnimSubsystemUpdateContext) & InContext ) const


description: Override point to process worker-thread data per-frame. Called before proxy Update and BlueprintThreadSafeUpdateAnimation.

code: virtual void OnPreUpdate_WorkerThread ( [FAnimSubsystemParallelUpdateContext](API\Runtime\Engine\Animation\FAnimSubsystemParallelUpdateCont-) & InContext ) const


description: Virtual destructor

code: virtual ~FAnimSubsystem()


className: FAnimSubsystem

description: Base structure for all anim subsystem class data

code: struct FAnimSubsystem


code: FAnimSubsystemContext ( const [FAnimSubsystem](API\Runtime\Engine\Animation\FAnimSubsystem) & InSubsystem, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InSubsystemStruct )


className: FAnimSubsystemContext

code: struct FAnimSubsystemContext

Subsystem

type: constFAnimSubs...

SubsystemStruct

type: constUScriptSt...


description: Override point used to initialize per-instance data. Called on a worker thread.

code: virtual void Initialize_WorkerThread()


description: Override point to process worker-thread data per-frame. Called after proxy Update and BlueprintThreadSafeUpdateAnimation.

code: virtual void OnPostUpdate_WorkerThread ( [FAnimSubsystemParallelUpdateContext](API\Runtime\Engine\Animation\FAnimSubsystemParallelUpdateCont-) & InContext ) const


className: FAnimSubsystemInstance

description: Base structure for all anim subsystem instance data

code: struct FAnimSubsystemInstance


code: FAnimSubsystemInstanceContext ( const [FAnimSubsystem](API\Runtime\Engine\Animation\FAnimSubsystem) & InSubsystem, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InSubsystemStruct, [FAnimSubsystemInstance](API\Runtime\Engine\Animation\FAnimSubsystemInstance) & InSubsystemInstance, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InSubsystemInstanceStruct )


className: FAnimSubsystemInstanceContext

code: struct FAnimSubsystemInstanceContext

SubsystemInstance

type: FAnimSubsystemI...


description: Get the tracked initialization state of the passed-in node. If the node is not tracked the initialization state will be default (NotUpdated)

code: EAnimNodeInitializationStatus GetNodeInitializationStatus ( const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) & InNode ) const


description: Get the tracked relevancy of the passed-in node. If the node is not tracked the relevancy will be default (zero weighted).

code: [FAnimNodeRelevancyStatus](API\Runtime\Engine\Animation\FAnimNodeRelevancyStatus) GetNodeRelevancy ( const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) & InNode ) const


description: Update the initialization state of the passed-in node using the supplied context.

code: EAnimNodeInitializationStatus UpdateNodeInitializationStatus ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext, const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) & InNode )


description: Update the relevancy of the passed-in node using the supplied context.

code: [FAnimNodeRelevancyStatus](API\Runtime\Engine\Animation\FAnimNodeRelevancyStatus) UpdateNodeRelevancy ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext, const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) & InNode )


description: Allows anim node's relevancy (when they receive and lose weight in the graph) to be tracked

code: struct FAnimSubsystemInstance_NodeRelevancy : public [FAnimSubsystemInstance](API\Runtime\Engine\Animation\FAnimSubsystemInstance)


code: FAnimSubsystemLinkContext ( const [FAnimSubsystemContext](API\Runtime\Engine\Animation\FAnimSubsystemContext) & InContext, [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) & InAnimClassInterface )


className: FAnimSubsystemLinkContext

code: struct FAnimSubsystemLinkContext

AnimClassInterface

type: IAnimClassInter...


code: FAnimSubsystemParallelUpdateContext ( const [FAnimSubsystemInstanceContext](API\Runtime\Engine\Animation\FAnimSubsystemInstanceContext) & InContext, [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) & InProxy, float InDeltaTime )


className: FAnimSubsystemParallelUpdateContext

DeltaTime

type: float

Proxy

type: FAnimInstancePr...


code: FAnimSubsystemPostLoadContext ( const [FAnimSubsystemContext](API\Runtime\Engine\Animation\FAnimSubsystemContext) & InContext, [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) & InAnimClassInterface )


className: FAnimSubsystemPostLoadContext

code: struct FAnimSubsystemPostLoadContext


className: FAnimSubsystemPostLoadDefaultsContext

DefaultAnimInstance

type: UObject*


code: FAnimSubsystemPostLoadDefaultsContext ( const [FAnimSubsystemInstanceContext](API\Runtime\Engine\Animation\FAnimSubsystemInstanceContext) & InContext, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InDefaultAnimInstance )


code: FAnimSubsystemUpdateContext ( const [FAnimSubsystemInstanceContext](API\Runtime\Engine\Animation\FAnimSubsystemInstanceContext) & InContext, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, float InDeltaTime )


className: FAnimSubsystemUpdateContext

code: struct FAnimSubsystemUpdateContext

AnimInstance

type: UAnimInstance&...


code: virtual void OnPostLoadDefaults ( [FAnimSubsystemPostLoadDefaultsContext](API\Runtime\Engine\Animation\FAnimSubsystemPostLoadDefaultsCo-) & InContext )


description: Get the exposed value handlers held on this subsystem.

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


description: Provides common built-in anim node functionality as a subsystem

code: struct FAnimSubsystem_Base : public [FAnimSubsystem](API\Runtime\Engine\Animation\FAnimSubsystem)


description: Access the property access library

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) > > GetBlendSpaces() const


description: Override point to perform subsystem class data initialization on class link

code: virtual void OnLink ( [FAnimSubsystemLinkContext](API\Runtime\Engine\Animation\FAnimSubsystemLinkContext) & InContext )


code: struct FAnimSubsystem_BlendSpaceGraph : public [FAnimSubsystem](API\Runtime\Engine\Animation\FAnimSubsystem)


description: Access the property access library

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


description: Override point to perform subsystem class data initialization post-load

code: virtual void OnPostLoad ( [FAnimSubsystemPostLoadContext](API\Runtime\Engine\Animation\FAnimSubsystemPostLoadContext) & InContext )


code: virtual void OnPostUpdate_GameThread ( [FAnimSubsystemUpdateContext](API\Runtime\Engine\Animation\FAnimSubsystemUpdateContext) & InContext ) const


code: virtual void OnPostUpdate_WorkerThread ( [FAnimSubsystemParallelUpdateContext](API\Runtime\Engine\Animation\FAnimSubsystemParallelUpdateCont-) & InContext ) const


description: FAnimSubsysteminterface

code: virtual void OnPreUpdate_GameThread ( [FAnimSubsystemUpdateContext](API\Runtime\Engine\Animation\FAnimSubsystemUpdateContext) & InContext ) const


code: virtual void OnPreUpdate_WorkerThread ( [FAnimSubsystemParallelUpdateContext](API\Runtime\Engine\Animation\FAnimSubsystemParallelUpdateCont-) & InContext ) const


code: struct FAnimSubsystem_PropertyAccess : public [FAnimSubsystem](API\Runtime\Engine\Animation\FAnimSubsystem)


description: Add a linked function to be managed by a shared anim instance. Returns the instance to bind to the function.

code: [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AddLinkedFunction ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * OwningInstance, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > AnimClass, [FName](API\Runtime\Core\UObject\FName) Function, bool & bIsNewInstance )


description: Add a class to the persistent class array, insuring one instance is kept alive even when unlinked.

code: void AddPersistentAnimLayerClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > AnimInstanceClass )


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


description: Retrieve subsystem from skeletal mesh component.

code: static [FAnimSubsystem_SharedLinkedAnimLayers](API\Runtime\Engine\Animation\FAnimSubsystem_SharedLinkedAnimL-) * GetFromMesh ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMesh )


description: Check if a given anim instance is shared.

code: bool IsSharedInstance ( const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance )


description: Remove a linked function, cleaning the instance if it's not used anymore and not persistent.

code: void RemoveLinkedFunction ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance, [FName](API\Runtime\Core\UObject\FName) Function )


description: Remove a class from the persistent class array.

code: void RemovePersistentAnimLayerClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > AnimInstanceClass )


description: Clear all linked layers data.

code: void Reset()


description: Data for shared linked anim instances module.

code: struct FAnimSubsystem_SharedLinkedAnimLayers : public [FAnimSubsystemInstance](API\Runtime\Engine\Animation\FAnimSubsystemInstance)


description:
Find a node by tag.
nullptr if the tagged node was not found

code: template<typename NodeType> NodeType * FindNodeByTag ( [FName](API\Runtime\Core\UObject\FName) InTag, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InInstance ) const


description:
Find a node by tag (const version)
nullptr if the tagged node was not found

code: template<typename NodeType> const NodeType * FindNodeByTag ( [FName](API\Runtime\Core\UObject\FName) InTag, const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InInstance ) const


description:
Find a node's index by tag.
INDEX_NONE if the tagged node was not found

code: int32 FindNodeIndexByTag ( [FName](API\Runtime\Core\UObject\FName) InTag ) const


description: Allows anim nodes to be tagged by name at edit time and retrieved by tag at runtime

code: struct FAnimSubsystem_Tag : public [FAnimSubsystem](API\Runtime\Engine\Animation\FAnimSubsystem)


description: GC support.

code: void AddReferencedObjects ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Adds a tick record in the list for the correct group or the ungrouped array.

code: void AddTickRecord ( const [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & InTickRecord, const [FAnimSyncParams](API\Runtime\Engine\Animation\FAnimSyncParams) & InSyncParams )


className: Attribute

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


description: Deprecated* Legacy API support - do not use

code: [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & CreateUninitializedTickRecordInScope ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) & InProxy, [FAnimGroupInstance](API\Runtime\Engine\Animation\FAnimGroupInstance) *& OutSyncGroupPtr, [FName](API\Runtime\Core\UObject\FName) GroupName, EAnimSyncGroupScope Scope )


className: FSyncGroupMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FAnimGroupInstance](API\Runtime\Engine\Animation\FAnimGroupInstance) > FSyncGroupMap


description: Get the sync group we are currently reading from

code: const [FSyncGroupMap](API\Runtime\Engine\Animation\FAnimSync\FSyncGroupMap) & GetSyncGroupMapRead() const


code: [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) GetSyncGroupPosition ( [FName](API\Runtime\Core\UObject\FName) InSyncGroupName ) const


description: Gets the sync group we should be reading from.

code: int32 GetSyncGroupReadIndex() const


description: Gets the sync group we should be writing to.

code: int32 GetSyncGroupWriteIndex() const


code: bool GetTimeToClosestMarker ( [FName](API\Runtime\Core\UObject\FName) SyncGroup, [FName](API\Runtime\Core\UObject\FName) MarkerName, float & OutMarkerTime ) const


code: bool HasMarkerBeenHitThisFrame ( [FName](API\Runtime\Core\UObject\FName) SyncGroup, [FName](API\Runtime\Core\UObject\FName) MarkerName ) const


description: Get the ungrouped active player we are currently reading from

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


code: bool IsSyncGroupBetweenMarkers ( [FName](API\Runtime\Core\UObject\FName) InSyncGroupName, [FName](API\Runtime\Core\UObject\FName) PreviousMarker, [FName](API\Runtime\Core\UObject\FName) NextMarker, bool bRespectMarkerOrder ) const


code: [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & CreateUninitializedTickRecord ( [FAnimGroupInstance](API\Runtime\Engine\Animation\FAnimGroupInstance) *& OutSyncGroupPtr, [FName](API\Runtime\Core\UObject\FName) GroupName )


code: bool IsSyncGroupValid ( [FName](API\Runtime\Core\UObject\FName) InSyncGroupName ) const


description: Reset internal buffers ready for writing.

code: void Reset()


description: Completely reset the sync system back to its starting state.

code: void ResetAll()


description: Tick all of the asset player tick records that are registered with us.

code: void TickAssetPlayerInstances ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) & InProxy, float InDeltaSeconds )


code: void SetMirror ( const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable )


description: Flip sync group read/write indices

code: void TickSyncGroupWriteIndex()


className: FAnimSync

description: Wraps up functionality for ticking and syncing animations according to group (via normalized time) or marker.

code: struct FAnimSync


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


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


className: FAnimSyncDebugInfo

description: Debug info for a sync group scope request.

code: struct FAnimSyncDebugInfo


code: void AddTickRecord ( const [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & InTickRecord, const [FAnimSyncParams](API\Runtime\Engine\Animation\FAnimSyncParams) & InSyncParams, const [FAnimSyncDebugInfo](API\Runtime\Engine\Animation\FAnimSyncDebugInfo) & InDebugInfo )


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


description: Set a mirror table that any tick records added to the group will use.

code: void SetMirror ( const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorDataTable )


className: TypeName

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


code: FAnimSyncGroupScope ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & InContext, [FName](API\Runtime\Core\UObject\FName) InSyncGroup, [EAnimGroupRole::Type](API\Runtime\Engine\Animation\EAnimGroupRole__Type) InGroupRole )


className: FAnimSyncGroupScope

description: Scoped graph message used to synchronize animations at various points in an anim graph.

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


description: This can be used with theSort()function on aTArrayofFAnimSyncMarkerto sort the notifies array by time, earliest first.

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


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


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


className: FAnimSyncMarker

code: struct FAnimSyncMarker

Guid

type: FGuid

MarkerName

type: FName

description: The name of this marker.

Time

description: Time in seconds of this marker.

TrackIndex

description: The editor track this marker sits on.


code: FAnimSyncParams ( [FName](API\Runtime\Core\UObject\FName) InGroupName, [EAnimGroupRole::Type](API\Runtime\Engine\Animation\EAnimGroupRole__Type) InRole, EAnimSyncMethod InMethod )


className: FAnimSyncParams

description: Parameters for group/marker-based sync.

code: struct FAnimSyncParams

Method

type: EAnimSyncMethod


description: Gather any data from the current update context.

code: void GatherContextData ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )


description: Explicitly add typed context data to the tick record.

code: template<typename Type, typename... TArgs> void MakeContextData ( TArgs &&... Args )


description: Return the root motion weight for this tick record.

code: float GetRootMotionWeight() const


description: This can be used with theSort()function on aTArrayofFAnimTickRecordto sort from higher leader score

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


description: Create a tick record for a pose asset.

code: FAnimTickRecord ( [UPoseAsset](API\Runtime\Engine\Animation\UPoseAsset) * InPoseAsset, float InFinalBlendWeight )


description: Create a tick record for a montage.

code: FAnimTickRecord ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * InMontage, float InCurrentPosition, float InWeight, [TArray](API\Runtime\Core\Containers\TArray)< [FPassedMarker](API\Runtime\Engine\Animation\FPassedMarker) > & InMarkersPassedThisTick, [FMarkerTickRecord](API\Runtime\Engine\Animation\FMarkerTickRecord) & InMarkerTickRecord )


description: Create a tick record for an anim sequence

code: FAnimTickRecord ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InSequence, bool bInLooping, float InPlayRate, float InFinalBlendWeight, float & InCurrentTime, [FMarkerTickRecord](API\Runtime\Engine\Animation\FMarkerTickRecord) & InMarkerTickRecord )


description: Create a tick record for an anim sequence.

code: FAnimTickRecord ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InSequence, bool bInLooping, float InPlayRate, bool bInIsEvaluator, float InFinalBlendWeight, float & InCurrentTime, [FMarkerTickRecord](API\Runtime\Engine\Animation\FMarkerTickRecord) & InMarkerTickRecord )


description: Create a tick record for a montage

code: FAnimTickRecord ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * InMontage, float InCurrentPosition, float InPreviousPosition, float InMoveDelta, float InWeight, [TArray](API\Runtime\Core\Containers\TArray)< [FPassedMarker](API\Runtime\Engine\Animation\FPassedMarker) > & InMarkersPassedThisTick, [FMarkerTickRecord](API\Runtime\Engine\Animation\FMarkerTickRecord) & InMarkerTickRecord )


description: Create a tick record for a blendspace.

code: FAnimTickRecord ( [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * InBlendSpace, const FVector & InBlendInput, [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & InBlendSampleDataCache, [FBlendFilter](API\Runtime\Engine\Animation\FBlendFilter) & InBlendFilter, bool bInLooping, float InPlayRate, bool bShouldTeleportToTime, bool bInIsEvaluator, float InFinalBlendWeight, float & InCurrentTime, [FMarkerTickRecord](API\Runtime\Engine\Animation\FMarkerTickRecord) & InMarkerTickRecord )


className: FAnimTickRecord

description: Information about an animation asset that needs to be ticked

code: struct FAnimTickRecord

type: union FAnimTick...

bCanUseMarkerSync

type: bool

BlendFilter

type: FBlendFilter&#...

BlendSampleDataCache

type: TArray<FBlendS...

BlendSpace

type: FAnimTickRecord...

ContextData

type: TSharedPtr<TAr...

DeltaTimeRecord

type: FDeltaTimeRecor...

description: Asset players (and other nodes) have ownership of their respective DeltaTimeRecord value/state, while an asset's tick update will forward the time-line through the tick record

MarkersPassedThisTick

type: TArray<FPassed...

MarkerTickRecord

type: FMarkerTickReco...

description: Marker sync related data

SourceAsset

type: TObjectPtr< cla...

TimeAccumulator

type: float *


description: Moves anim segments so that there are no gaps between one finishing and the next starting, preserving the order of AnimSegments

code: void CollapseAnimSegments()


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

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


description: Enable Root motion setting from montage

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


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


description: Get Addiitve Base Pose if additive

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


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


description: Get animation pose function

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


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

code: void GetAnimNotifiesFromTrackPositions ( const float & PreviousTrackPosition, const float & CurrentTrackPosition, [TArray](API\Runtime\Core\Containers\TArray)< const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * > & OutActiveNotifies ) const


code: void GetAnimNotifiesFromTrackPositions ( const float & PreviousTrackPosition, const float & CurrentTrackPosition, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) > & OutActiveNotifies ) const


code: void GetAnimNotifiesFromTrackPositions ( const float & PreviousTrackPosition, const float & CurrentTrackPosition, [FAnimNotifyContext](API\Runtime\Engine\Animation\FAnimNotifyContext) & NotifyContext ) const


description: Given a Track delta position [StartTrackPosition, EndTrackPosition] See if any AnimSegment overlaps any of it, and if any do, break them up into a sequence ofFRootMotionExtractionStep. Supports animation playing forward and backward. Track range should be a contiguous range, not wrapping over due to looping.

code: void GetRootMotionExtractionStepsForTrackRange ( [TArray](API\Runtime\Core\Containers\TArray)< [FRootMotionExtractionStep](API\Runtime\Engine\Animation\FRootMotionExtractionStep) > & RootMotionExtractionSteps, const float StartTrackPosition, const float EndTrackPosition ) const


description: Get the segment at the given absolute montage time

code: [FAnimSegment](API\Runtime\Engine\Animation\FAnimSegment) * GetSegmentAtTime ( float InTime )


code: const [FAnimSegment](API\Runtime\Engine\Animation\FAnimSegment) * GetSegmentAtTime ( float InTime ) const


description: Gets the index of the segment at the given absolute montage time.

code: int32 GetSegmentIndexAtTime ( float InTime ) const


code: int32 GetTrackAdditiveType() const


description: Returns whether any of the animation sequences this track uses has root motion

code: bool HasRootMotion() const


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

code: void InvalidateRecursiveAsset ( class [UAnimCompositeBase](API\Runtime\Engine\Animation\UAnimCompositeBase) * CheckAsset )


description: Return true if anim notify is available

code: bool IsNotifyAvailable() const


code: bool IsRotationOffsetAdditive() const


description: Return true if valid to add

code: bool IsValidToAdd ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * SequenceBase, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


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


description: Sorts AnimSegments based on the start time of each segment

code: void SortAnimSegments()


description: Ensure segment times are correctly formed (no gaps and no extra time at the end of the anim reference)

code: void ValidateSegmentTimes()


className: FAnimTrack

description: This is list of anim segments for this track For now this is only oneTArray, but in the future we should define more transition/blending behaviors

code: struct FAnimTrack

AnimSegments

type: TArray<FAnimSe...


code: [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) * GetContext() const


className: InternalContextTypeId

code: static const FData::EContextType InternalContextTypeId = FData::EContextType::Update;


code: FAnimUpdateContext ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FData](API\Runtime\Engine\Animation\FAnimExecutionContext\FData) > InData )


description: Get a small relevant weight for ticking


description: Helper function to determine if a weight is relevant.

code: static bool IsRelevant ( float InWeight )


className: FAnimUpdateContext

code: struct FAnimUpdateContext : public [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext)


description: Helper function to determine if a normalized weight is considered full weight.

code: static bool IsFullWeight ( float InWeight )


className: FAnimWeight

description: Structure for all Animation Weight helper functions.

code: struct FAnimWeight


className: FArcToHexString

description: Helper for buiilding DDC keys of settings.

code: struct FArcToHexString

Ar

type: FMemoryWriter


code: FAssetMapping ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InSourceAsset )


className: FAssetMapping

description: This defines one asset mapping

code: struct FAssetMapping

SourceAsset

description: Source asset

TargetAsset

description: Source asset


code: static [FAsyncCompressedAnimationsManagement](API\Runtime\Engine\Animation\FAsyncCompressedAnimationsManage-) & Get()


description: Returns the number of remaining compression jobs (used for UI)

code: int32 GetNumRemainingJobs() const


description: Request an async compression of an animation, may not actually run async if memory usage is already high Returns true if an async compression task was allowed.

code: bool RequestAsyncCompression ( FDerivedDataAnimationCompression & Compressor, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Anim, const bool bPerformFrameStripping, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutData )


description: Blocks on compression for the supplied animation. Returns false if there was no compression job to wait on.

code: bool WaitOnExistingCompression ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Anim, const bool bWantResults )


className: FAsyncCompressedAnimationsManagement


code: template<typename AttributeType> void ForEachAttributeSet ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([TAttributeSetIterator](API\Runtime\Engine\Animation\FAttributeBlendData\TAttributeSetIterator)< AttributeType > &)> ForEachFunction ) const


code: template<typename AttributeType> void ForEachUniqueAttribute ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([TSingleIterator](API\Runtime\Engine\Animation\FAttributeBlendData\TSingleIterator)< AttributeType > &)> ForEachFunction ) const


code: void ForEachUniqueAttribute ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([TSingleRawIterator](API\Runtime\Engine\Animation\FAttributeBlendData\TSingleRawIterator) &)> ForEachFunction ) const


code: static [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) PerBoneBlendSamples ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > InPerBoneInterpolationIndices, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > InBlendSampleDataCache, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * AttributeScriptStruct )


code: void ForEachAttributeSet ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([TAttributeSetRawIterator](API\Runtime\Engine\Animation\FAttributeBlendData\TAttributeSetRawIterator) &)> ForEachFunction ) const


code: static [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) PerBoneFilteredWeighted ( const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & BaseAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > InPerBoneBlendWeights, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * AttributeScriptStruct )


code: static [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) PerBoneSingleContainerWeighted ( const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes1, const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes2, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > WeightsOfSource2, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * AttributeScriptStruct )


code: static [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) PerBoneRemappedBlendSamples ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > InPerBoneInterpolationIndices, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > InBlendSampleDataCache, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > InBlendSampleDataCacheIndices, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * AttributeScriptStruct )


code: static [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) PerContainerPtrWeighted ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) *const > SourceAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * AttributeScriptStruct )


code: static [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) PerBoneWeighted ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > InPerBoneBlendWeights, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * AttributeScriptStruct )


code: static [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) PerContainerRemappedWeighted ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > SourceWeightsIndices, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * AttributeScriptStruct )


code: static [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) PerContainerWeighted ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * AttributeScriptStruct )


code: static [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) SingleAdditiveContainerUniformWeighted ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) *const > SourceAttributes, const float InUniformWeight, EAdditiveAnimationType AdditiveType, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * AttributeScriptStruct )


code: static [FAttributeBlendData](API\Runtime\Engine\Animation\FAttributeBlendData) SingleContainerUniformWeighted ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) *const > SourceAttributes, const float InUniformWeight, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * AttributeScriptStruct )


description: Returns (bone level) weight value for the current attribute its bone and container

code: const float GetBoneWeight&40;&41; const


description: Returns highest (bone level) weighted value, and its weight for the attribute set

code: void GetHighestBoneWeighted &40; const AttributeType &42;& OutAttributePtr, float & OutWeight &41; const


description: Returns highest (bone level) weighted value for the attribute set

code: const AttributeType & GetHighestBoneWeightedValue&40;&41; const


description: Returns highest (container level) weighted value for the attribute set

code: const AttributeType & GetHighestWeightedValue&40;&41; const


description: Returns the identifier for the current attribute set

code: const FAttributeId & GetIdentifier&40;&41; const


description: Return the value for the currently indexed entry in the attribute set

code: const AttributeType & GetValue&40;&41; const


description: Returns (container level) weight value for the current attribute's container in the attribute set

code: const float GetWeight&40;&41; const


code: bool IsFilteredBlend&40;&41; const


description: Cycle through to next entry in the attribute set, returns false if the end was reached

code: bool Next&40;&41;


code: TAttributeSetIterator &40; const FAttributeBlendData & InData, const FAttributeSet & InCollection &41;


className: TAttributeSetIterator

code: template<typename AttributeType> struct TAttributeSetIterator

Collection

type: const FAttribut...

description: Attribute collection for current index

Data

type: constFAttribut...

description: Outer object that creates this


code: const uint8 &42; GetHighestBoneWeightedValue&40;&41; const


code: void GetHighestBoneWeighted &40; const uint8 &42; OutAttributePtr, float & OutWeight &41; const


code: const uint8 &42; GetHighestWeightedValue&40;&41; const


code: const uint8 &42; GetValuePtr&40;&41; const


code: TAttributeSetRawIterator &40; const FAttributeBlendData & InData, const FAttributeSet & InCollection &41;


className: TAttributeSetRawIterator

code: struct TAttributeSetRawIterator

Collection

description: Attribute collection for current index

description: Outer object that creates this


description: Returns (bone level) weight value for the unique attribute its bone and container

code: const float GetBoneWeight&40;&41; const


description: Return the value for the currently indexed unique attribute


description: Returns (container level) weight value for the unique attribute its container


description: Cycle through to next unique attribute, returns false if the end was reached


code: TSingleIterator &40; const FAttributeBlendData & InData, const TArray< FUniqueAttribute > & InAttributes &41;


className: TSingleIterator

code: template<typename AttributeType> struct TSingleIterator

AttributesView

type: TArrayView< con...

Data

description: Outer object that creates this


description: Returns whether or not the unique attribute its (bone level) weight is the highest across the containers


code: TSingleRawIterator &40; const FAttributeBlendData & InData, const TArray< FUniqueAttribute > & InAttributes &41;


className: TSingleRawIterator

code: struct TSingleRawIterator

description: Outer object that creates this


className: FAttributeBlendData

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

code: struct FAttributeBlendData


description: Add a new raw memory key (should be appropriately sized) to the curve with the supplied Time and Value.

code: [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) AddKey ( float InTime, const void * InValue, [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) InKeyHandle )


description: Add a new typed key to the curve with the supplied Time and Value.

code: template<typename AttributeType> [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) AddTypedKey ( float InTime, const AttributeType & InValue, [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) InKeyHandle )


description: Remove the specified key from the curve.

code: void DeleteKey ( [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) KeyHandle )


description: Allocates a duplicate of the curve

code: virtual [FAttributeCurve](API\Runtime\Engine\Animation\FAttributeCurve) * Duplicate() const


description: Evaluate the curve keys into a temporary value container

code: template<typename AttributeType> AttributeType Evaluate ( float Time ) const


description: Evaluate the curve keys into the provided memory (should be appropriatedly sized)

code: void EvaluateToPtr ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, float Time, uint8 * InOutDataPtr ) const


description: Whether or not the curve can be evaluated, based upon having a valid type and any keys

code: bool CanEvaluate() const


description: Finds the key at KeyTime and returns its handle. If it can't find the key within the KeyTimeTolerance, it will return an invalid handle

code: [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) FindKey ( float KeyTime, float KeyTimeTolerance ) const


description: Gets the handle for the last key which is at or before the time requested. If there are no keys at or before the requested time, an invalid handle is returned.

code: [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) FindKeyBeforeOrAt ( float KeyTime ) const


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


description: Return copy of contained key-data

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


description: Functions for getting keys based on handles

code: [FAttributeKey](API\Runtime\Engine\Animation\FAttributeKey) & GetKey ( [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) KeyHandle )


code: const [FAttributeKey](API\Runtime\Engine\Animation\FAttributeKey) & GetKey ( [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) KeyHandle ) const


description: Const iterator for the keys, so the indices and handles stay valid

code: [TArray](API\Runtime\Core\Containers\TArray)< [FAttributeKey](API\Runtime\Engine\Animation\FAttributeKey) >::TConstIterator GetKeyIterator() const


description: Get the time for the Key with the specified index.

code: virtual float GetKeyTime ( [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) KeyHandle ) const


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


description: BeginFIndexedCurveoverrides

code: virtual int32 GetNumKeys() const


description: Populates OutKeys with typed value-ptrs

code: template<typename AttributeType> void GetTypedKeys ( [TArray](API\Runtime\Core\Containers\TArray)< const AttributeType * > & OutKeys ) const


description: Check whether this curve has any data or not

code: bool HasAnyData() const


description: Used for adjusting the internal key-data when owning object its playlength changes

code: void ReadjustTimeRange ( float NewMinTimeRange, float NewMaxTimeRange, bool bInsert, float OldStartTime, float OldEndTime )


description: Tries to reduce the number of keys required for accurate evaluation (zero error threshold)

code: void RemoveRedundantKeys()


description: Removes all key data

code: void Reset()


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


code: void SetKeys ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > InTimes, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const void * > InValues )


description: Move a key to a new time. This may change the index of the key, so the new key index is returned.

code: virtual void SetKeyTime ( [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) KeyHandle, float NewTime )


description: EndFIndexedCurveoverrides Sets the underlying type for the curve, only possible when not containing any keys (see Reset)

code: void SetScriptStruct ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct )


description: Finds the key at InTime, and updates its typed value. If it can't find the key within the KeyTimeTolerance, it adds one at that time

code: [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) UpdateOrAddKey ( float InTime, const void * InValue, float KeyTimeTolerance )


code: template<typename AttributeType> [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) UpdateOrAddTypedKey ( float InTime, const AttributeType & InValue, float KeyTimeTolerance )


code: [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) UpdateOrAddTypedKey ( float InTime, const void * InValue, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ValueType, float KeyTimeTolerance )


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


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


description: Virtual destructor.

code: virtual ~FAttributeCurve()