className: FAttributeCurve

code: struct FAttributeCurve : public [FIndexedCurve](API\Runtime\Engine\Curves\FIndexedCurve)

bShouldInterpolate

description: Whether or not to interpolate between keys of ScripStruct type

Keys

type: TArray<FAttrib...

description: The keys, ordered by time

Operator

description: Operator instanced used for interpolating between keys

ScriptStruct

type: TObjectPtr<USc...

description: TransientUScriptStructinstance representing the underlying value type for the curve

ScriptStructPath

type: FSoftObjectPath

description: Path toUScriptStructto be loaded


module: Engine

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


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


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


code: FAttributeId ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & InCompactBoneIndex )


code: FAttributeId ( const [FName](API\Runtime\Core\UObject\FName) & InName, int32 InIndex, const [FName](API\Runtime\Core\UObject\FName) & InNamespace )


className: FAttributeId

description: Runtime identifier for an attribute

code: struct FAttributeId

Name

type: FName


code: template<typename AttributeType> const AttributeType & GetValue() const


code: template<typename AttributeType> const AttributeType * GetValuePtr() const


className: FAttributeKey

code: struct FAttributeKey

Time

type: float

description: The keyed time

Value

type: FWrappedAttribu...

description: Value for this key, populated byFAttributeCurveduring serialization


className: Attributes

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


className: Curves

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


className: Pose

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


code: static FVector GetAxisVector ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAxisOption::Type](API\Runtime\Engine\Animation\EAxisOption__Type) > InAxis )


className: FAttributes

description: Built-in attributes that most nodes will share.

code: struct FAttributes


code: static FVector GetAxisVector ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAxisOption::Type](API\Runtime\Engine\Animation\EAxisOption__Type) > InAxis, const FVector & CustomAxis )


className: FBakedAnimationState

code: struct FBakedAnimationState

bAlwaysResetOnEntry

type: bool

description: Whether or not this state will ALWAYS reset it's state on reentry, regardless of remaining weight.

LayerNodeIndices

type: TArray< int32 >

description: Indices into the property array for layer nodes in the state.

PlayerNodeIndices

description: Indices into the property array for player nodes in the state.

StateName

description: The name of this state.

StateRootNodeIndex

description: The root node index (into the AnimNodeProperties array of theUAnimBlueprintGeneratedClass)

Transitions

type: TArray<FBakedS...

description: Set of legal transitions out of this state; already in priority order.


description: Finds a state by name or INDEX_NONE if no such state exists.

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


description: Find the index of a transition from StateNameFrom to StateNameTo.

code: int32 FindTransitionIndex ( const int32 InStateIdxFrom, const int32 InStateIdxTo ) const


code: int32 FindTransitionIndex ( const [FName](API\Runtime\Core\UObject\FName) & InStateNameFrom, const [FName](API\Runtime\Core\UObject\FName) & InStateNameTo ) const


description: Cached StatID for this state machine.

code: FBakedAnimationStateMachine()


className: FBakedAnimationStateMachine

code: struct FBakedAnimationStateMachine

InitialState

description: Indexof the initial state that the machine will start in.

MachineName

description: Name of this machine (primarily for debugging purposes)

States

type: TArray<FBakedA...

description: List of all states this machine can be in.

type: TArray<FAnimat...

description: List of all transitions between states.


className: FBakedCustomAttributePerBoneData

description: Structure describing baked custom attributes for a single bone (index)

code: struct FBakedCustomAttributePerBoneData

FloatAttributes

type: TArray<FBakedF...

IntAttributes

type: TArray<FBakedI...


className: FBakedFloatCustomAttribute

description: (Baked) float custom attribute, usesFSimpleCurvefor evaluation instead ofFVariantarray

code: struct FBakedFloatCustomAttribute

FloatCurve

type: FSimpleCurve


className: FBakedIntegerCustomAttribute

description: (Baked) int32 custom attribute, usesFIntegralCurvefor evaluation instead ofFVariantarray

code: struct FBakedIntegerCustomAttribute

IntCurve

type: FIntegralCurve


className: FBakedStateExitTransition

code: struct FBakedStateExitTransition

AutomaticRuleTriggerTime

description: Automatic Transition Rule triggering time: < 0 means trigger the transition 'Crossfade Duration' seconds before the end of the asset player, so a standard blend would finish just as the asset player ends >= 0 means trigger the transition 'Automatic Rule Trigger Time' seconds before the end of the asset player

bAutomaticRemainingTimeRule

description: Automatic Transition Rule based on animation remaining time.

bDesiredTransitionReturnValue

description: What the transition rule node needs to return to take this transition (for bidirectional transitions)

CanTakeDelegateIndex

description: The node property index for this rule.

CustomResultNodeIndex

description: The blend graph result node index.

SyncGroupNameToRequireValidMarkersRule

description: Additional rule around SyncGroup requiring Valid Markers.

TransitionIndex

description: The index into the machine table of transitions.


className: FBakedStringCustomAttribute

description: (Baked) string custom attribute, usesFStringCurvefor evaluation instead ofFVariantarray

code: struct FBakedStringCustomAttribute

StringCurve

type: FStringCurve


className: bInitialized

code: static bool bInitialized;


className: CurveWeights

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


className: NumValidCurveCount

code: static uint16 NumValidCurveCount;


className: UIDToArrayIndexLUT

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


description: Deprecated base forTBaseBlendedCurvefor legacy support We need to use this non-templated base to avoid the deprecated (and now static) members taking up per-instance memory

code: struct FBaseBlendedCurve_DEPRECATED


description: Initialize from bone container's filtered curves

code: void InitFrom ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & InBoneContainer )


className: FBlendedCurve

description: Deprecated* FBaseBlendedCurve was renamed toTBaseBlendedCurve.

code: template<typename [AllocatorType](API\Runtime\Engine\Animation\TBaseBlendedCurve\AllocatorType)> struct FBlendedCurve : public [TBaseBlendedCurve< FAnimStackAllocator >](API\Runtime\Engine\Animation\TBaseBlendedCurve)


className: FBlendedHeapCurve

code: struct FBlendedHeapCurve : public [TBaseBlendedCurve< FDefaultAllocator >](API\Runtime\Engine\Animation\TBaseBlendedCurve)


code: FVector GetFilterLastOutput() const


className: FBlendFilter

code: struct FBlendFilter

FilterPerAxis

type: TArray< FFIRFil...


description: Return size of each grid.

code: float GetGridSize() const


className: FBlendParameter

code: struct FBlendParameter

bSnapToGrid

description: If true then samples will always be snapped to the grid on this axis when added, moved, or the axes are changed.

bWrapInput

description: If true then the input can go outside the min/max range and the blend space is treated as being cyclic on this axis.

DisplayName

type: FString

GridNum

description: The number of grid divisions along this axis.

Max

description: Maximum value for this axis range.

Min

description: Minimum value for this axis range.


className: FBlendProfileBoneEntry

description: A single entry for a blend scale within a profile, mapping a bone to a blendscale

code: struct FBlendProfileBoneEntry

BoneReference

type: FBoneReference


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


code: FBlendSample ( class [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnim, FVector InValue, bool bInIsSnapped, bool bInIsValid )


className: FBlendSample

description: Sample data

code: struct FBlendSample

Animation

type: TObjectPtr< cla...

description: For linked animations.

bIsValid

type: uint8:  1

CachedMarkerDataUpdateCounter

description: Cache the samples marker data counter so that we can track if it changes and revalidate the blendspace.

SampleValue

type: FVector


description: Deprecated*GetWeight()was renamed toGetClampedWeight()

code: float GetWeight() const


code: static void NormalizeDataWeight ( [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & SampleDataList )


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


className: FBlendSampleData

description: Transform definition

code: struct FBlendSampleData

DeltaTimeRecord

type: FDeltaTimeRecor...

MarkerTickRecord

type: FMarkerTickReco...

PerBoneBlendData

type: TArray< float >

description: Transient per-bone interpolation data

PerBoneWeightRate

description: Transient per-bone weight rate - only allocated when used

PreviousTime

type: float

SamplePlayRate

description: We may merge multiple samples if they use the same animation Calculate the combined sample play rate here

WeightRate

description: Rate of change of the Weight - used in smoothed BlendSpace blends.


className: FBlendSpaceBlendProfile

code: struct FBlendSpaceBlendProfile

BlendProfile

type: TObjectPtr<UBl...


code: void GetSamples ( [TArray](API\Runtime\Core\Containers\TArray)< [FWeightedBlendSample](API\Runtime\Engine\Animation\FWeightedBlendSample) > & OutWeightedSamples, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InDimensionIndices, const FVector & InSamplePosition, int32 & InOutTriangulationIndex ) const


className: FBlendSpaceData

description: The runtime data used for interpolating. Note that only one of Segments/Triangles will be in use, depending on the dimensionality of the data.

code: struct FBlendSpaceData

Segments

type: TArray<FBlendS...


description: Triangles have three vertices.

code: static const int32 NUM_VERTICES = 2;


className: FBlendSpaceSegment

description: This is the runtime representation of a segment which stores its vertices (start and end) in normalized space.

code: struct FBlendSpaceSegment

SampleIndices

description: Indices into the samples

Vertices

description: The vertices are in the normalized space - i.e. in the range 0-1.


description: Triangles have three vertices.

code: static const int32 NUM_VERTICES = 3;


className: FBlendSpaceTriangle

description: This is the runtime representation of a triangle. Each triangle stores its vertices etc in normalized space, with an index to the original samples.

code: struct FBlendSpaceTriangle

EdgeInfo

type: FBlendSpaceTria...

description: Info for the edge starting at the vertex index and going (anti-clockwise) to the next vertex

SampleIndices

description: Indices into the samples


description: Distance to root; 0 for the root.

code: int32 GetDepth() const


className: FBlendSpaceTriangleEdgeInfo

code: struct FBlendSpaceTriangleEdgeInfo

AdjacentPerimeterTriangleIndices

description: IF there is no neighbor, then (a) we're on the perimeter and (b) these will be the indices of triangles along the perimeter (next to the start and end of this edge, respectively)

AdjacentPerimeterVertexIndices

description: The vertex index of the associated AdjacentPerimeterTriangle such that the perimeter edge is from this vertex to the next.

Normal

description: Edge normal faces out


description: true if this bone is an end effector (has no children).

code: bool IsEndEffector() const


description: Indexof parent bone; -1 for the root.

code: int32 GetParent() const


className: FBoneData

description: Encapsulates commonly useful data about bones.

code: class FBoneData

bHasSocket

type: bool

description: If a Socket is attached to that bone

bKeyEndEffector

description: If matched as a Key end effector

BonesToRoot

type: TArray< int32 >

description: List of bone indices from parent up to root.

Children

description: Direct descendants. Empty for end effectors.

EndEffectors

description: List of end effectors for which this bone is an ancestor.

Name

type: FName

description: Bone name.

Orientation

type: FQuat


code: FBoneNode ( [FName](API\Runtime\Core\UObject\FName) InBoneName, int32 InParentIndex )


className: FBoneNode

description: Each Bone node in BoneTree

code: struct FBoneNode

TranslationRetargetingMode

type: TEnumAsByte<EB...

description: Retargeting Mode for Translation Component.


code: bool Add ( [FName](API\Runtime\Core\UObject\FName) BoneName )


code: bool Contains ( [FName](API\Runtime\Core\UObject\FName) BoneName )


code: void Remove ( [FName](API\Runtime\Core\UObject\FName) BoneName )


className: FBoneReductionSetting

code: struct FBoneReductionSetting

BonesToRemove

type: TArray<FName>


code: [FMeshPoseBoneIndex](API\Runtime\AnimationCore\FMeshPoseBoneIndex) GetMeshPoseIndex ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) const


code: [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) GetCompactPoseIndex ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) const


code: [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) GetSkeletonPoseIndex ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) const


description: Return true if it has valid set up

code: bool HasValidSetup() const


description: Initialize Bone Reference, return TRUE if success, otherwise, return false

code: bool Initialize ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


description: , if you use this function, it won't work with GetCompactPoseIndex, GetMeshPoseIndex; it triggers ensure in those functions

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


description: Return true if has valid compact index. This will return invalid if you're using skeleton index

code: bool IsValidToEvaluate() const


description: Return true if has valid index, and required bones contain it

code: bool IsValidToEvaluate ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) const


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


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


description: Reset this container to default state

code: void Reset()


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


code: FBoneReference ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName )


className: FBoneReference

code: struct FBoneReference

BoneIndex

description: Cached bone index for run time - right now bone index of skeleton

BoneName

description: Name of bone to control. This is the main bone chain to modify from.

bUseSkeletonIndex

type: uint32: 1

description: Change this to Bitfield if we have more than one bool This specifies whether or not this indices is mesh or skeleton

CachedCompactPoseIndex

type: FCompactPoseBon...


description: Get Target Transform from current incoming pose

code: template<typename poseType> FTransform GetTargetTransform ( const FVector & TargetOffset, [FCSPose](API\Runtime\Engine\FCSPose)< poseType > & InPose, const FTransform & InComponentToWorld ) const


description: This will return the compact pose bone index that matters if you're using socket, it will return socket's related joint's compact pose index


code: template<typename poseType> FTransform GetTargetTransform ( const FTransform & TargetOffset, [FCSPose](API\Runtime\Engine\FCSPose)< poseType > & InPose, const FTransform & InComponentToWorld ) const


description: Return true if valid. Otherwise return false


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


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


code: FBoneSocketTarget ( [FName](API\Runtime\Core\UObject\FName) InName, bool bInUseSocket )


className: FBoneSocketTarget

code: struct FBoneSocketTarget

BoneReference

type: FBoneReference

SocketReference

type: FSocketReferenc...


description: Returns the time this branching point should be triggered

code: float GetTriggerTime() const


className: FBranchingPoint

description: RemoveFBranchingPointwhen VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL is removed.

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

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


code: FBranchingPointMarker ( int32 InNotifyIndex, float InTriggerTime, [EAnimNotifyEventType::Type](API\Runtime\Engine\Animation\EAnimNotifyEventType__Type) InNotifyEventType )


className: FBranchingPointMarker

description: AnimNotifies marked as BranchingPoints will create these markers on their Begin/End times. They create stopping points when the Montage is being ticked to dispatch events.

code: struct FBranchingPointMarker

NotifyEventType

type: TEnumAsByte<EA...


className: FBuildRawPoseScratchArea

code: struct FBuildRawPoseScratchArea : public [TThreadSingleton< FBuildRawPoseScratchArea >](API\Runtime\Core\HAL\TThreadSingleton)

RetargetTracking

type: TArray<Retarge...

VirtualBoneCompactPoseData

type: TArray<FVirtua...


className: FBulkCurveFlags

description: Named value array used for bulk storage of curve flags

code: struct FBulkCurveFlags : public [UE::Anim::TNamedValueArray< FDefaultAllocator, FCurveElementFlags >](API\Runtime\Engine\Animation\TNamedValueArray)


description: Add a named element and index it Note that this should only really be used when building a fresh value array, as using this during runtime can introduce duplicate values.

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


className: FBulkCurves

description: UE::Anim::FCurveUtils::BulkSet

code: struct FBulkCurves : public [UE::Anim::TNamedValueArray< FDefaultAllocator, FNamedIndexElement >](API\Runtime\Engine\Animation\TNamedValueArray)


code: float GetAssetPlayerTime ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


code: float GetAssetPlayerTimeRatio ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


className: FCachedAnimAssetPlayerData

code: struct FCachedAnimAssetPlayerData

StateMachineName

description: Name of StateMachine State is in

StateName

description: Name of State to Cache


code: float GetRelevantAnimTimeRemaining ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


code: float GetRelevantAnimTimeRemainingFraction ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


code: float GetRelevantAnimTime ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


description: Returns the total local weight of all states. If the definition contains more than on state machine, the result can be larger than 1

code: float GetTotalWeight ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


className: FCachedAnimRelevancyData

code: struct FCachedAnimRelevancyData

StateMachineName

description: Name of StateMachine State is in

description: Name of State to Cache


code: bool IsFullWeight ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


code: bool IsRelevant ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


className: FCachedAnimStateArray

code: struct FCachedAnimStateArray

States

type: TArray<FCached...

description: Array of states


description: Global weight of state in AnimGraph

code: float GetGlobalWeight ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


description: Local weight of state inside of state machine.

code: float GetWeight ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


description: Is State active?

code: bool IsActiveState ( class [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


description: Is State Full Weight?


code: bool WasAnimNotifyStateActive ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState) > AnimNotifyStateType ) const


description: Is the State Machine relevant? (Has any weight)

code: float IsMachineRelevant ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


description: Is State relevant?


description: Did it find a matching StateMachine and State in the AnimGraph?

code: bool IsValid ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


className: FCachedAnimStateData

description: This file contains a number of helper structures that can be used to process state-machine- related data in C++. This includes relevancy, state weights, animation time etc.

code: struct FCachedAnimStateData

StateMachineName

description: Name of StateMachine State is in

StateName

description: Name of State to Cache


code: float GetCrossfadeDuration ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) & InAnimInstance ) const


className: FCachedAnimTransitionData

code: struct FCachedAnimTransitionData

FromStateName

description: Name of From State to Cache

StateMachineName

description: Name of StateMachine State is in

ToStateName

description: Name of To State to Cache


code: const [FFloatCurve](API\Runtime\Engine\Animation\FFloatCurve) * GetFloatCurve ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence ) const


description: Deprecated* Please just use CurveName.

code: [SmartName::UID_Type](API\Runtime\Engine\UID_Type) GetAnimCurveUID ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence ) const


code: float GetValueAtPosition ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, const float & InPosition ) const


code: bool IsValid ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence ) const


className: FCachedFloatCurve

code: struct FCachedFloatCurve


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


className: FCachedPoseIndices

description: Wrapper struct as we dont support nested containers

code: struct FCachedPoseIndices


className: FCachedPoseScope

description: RAII helper for cached pose lifetimes (as they are stored on the mem stack)

code: struct FCachedPoseScope


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


className: TypeName

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


description: Called when there areUpdate()calls that were skipped due to pose caching.

code: void OnUpdatesSkipped ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMessageStack](API\Runtime\Engine\Animation\FMessageStack) > InSkippedUpdates )


code: FCachedPoseSkippedUpdateHandler ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMessageStack](API\Runtime\Engine\Animation\FMessageStack) >)> InFunction )


className: FCachedPoseSkippedUpdateHandler

description: Event that can be subscribed to receive skipped updates when a cached pose is run. When a cached pose update call executes the link with the maximum weight, this event receives information about the other links with lesser weights

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


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


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


className: FCancelCompressionSignal

description: Mechanism for cancelling in flight compression.

code: struct FCancelCompressionSignal


className: FComponentSpacePose

description: A pose in component space (i.e. each transform is relative to the component's transform)

code: struct FComponentSpacePose

Transforms

type: TArray< FTransf...


description: Note: this copy assignment operator copies the whole object but the copy constructor only copies part of the object.

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


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

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


code: void EvaluateComponentSpace ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output )


className: FComponentSpacePoseLink

description: A component-space pose link to another node

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


description: Get available Metadata for this section

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


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

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


className: FCompositeSection

description: You can query by GetMetaData function |

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

MetaData

type: TArray<TObject...

description: Meta data that can be saved with the asset


className: FComponentSpacePoseContext

description: Evaluation context passed around during animation tree evaluation

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

Curve

type: FBlendedCurve

Pose

type: FCSPose<FCompa...


code: template<template< typename > class OtherContainerMaker> FCompressedAnimDataBase ( [FCompressedAnimDataBase](API\Runtime\Engine\Animation\FCompressedAnimDataBase)< OtherContainerMaker > & InCompressedData )


className: FCompressedAnimDataBase

code: template<template< typename > class ContainerTypeMakerTemplate> struct FCompressedAnimDataBase

CompressedByteStream

type: ContainerTypeMa...

CompressedScaleOffsets

type: FCompressedOffs...

description: An array of 2*NumTrack ints, arranged as follows: if identity, it is offset if not, it is num of keys [0] Scale0.Offset or NumKeys [1] Scale1.Offset or NumKeys

CompressedTrackOffsets

description: An array of 4*NumTrack ints, arranged as follows: - PerTrack is 2*NumTrack, so this isn't true any more [0] Trans0.Offset [1] Trans0.NumKeys [2] Rot0.Offset [3] Rot0.NumKeys [4] Trans1.Offset .

KeyEncodingFormat

type: enum AnimationK...

RotationCodec

type: AnimEncoding&#...

RotationCompressionFormat

type: AnimationCompre...

TranslationCodec

description: The runtime interface to decode and byte swap the compressed animation May be NULL.

TranslationCompressionFormat

description: The compression format that was used to compress tracks parts.


description: Return the number of bytes used.

code: SIZE_T GetMemorySize() const


code: int32 GetTrackIndexFromSkeletonIndex ( const int32 BoneIndex ) const


code: int32 GetSkeletonIndexFromTrackIndex ( const int32 TrackIndex ) const


code: bool IsValid ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, bool bLogInformation ) const


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


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


code: void SerializeCompressedData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bDDCData, [UObject](API\Runtime\CoreUObject\UObject\UObject) * DataOwner, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [UAnimBoneCompressionSettings](API\Runtime\Engine\Animation\UAnimBoneCompressionSettings) * BoneCompressionSettings, [UAnimCurveCompressionSettings](API\Runtime\Engine\Animation\UAnimCurveCompressionSettings) * CurveCompressionSettings, bool bCanUseBulkData )


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


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


className: FCompressedAnimSequence

code: struct FCompressedAnimSequence

BoneCompressionCodec

type: TObjectPtr< cla...

description: The codec used by the compressed data as determined by the bone compression settings.

CompressedByteStream

type: TArray< uint8 >

description: ByteStream for compressed animation data.

CompressedCurveByteStream

description: Compressed curve data stream used by AnimCurveCompressionCodec

CompressedDataStructure

type: TUniquePtr<ICo...

description: Compressed bone data stream used by AnimBoneCompressionCodec

CompressedRawData

type: TArray<FRawAni...

description: Temp debug DDC issues.

CompressedRawDataSize

description: The size of the raw data used to create the compressed data.

CompressedTrackToSkeletonMapTable

type: TArray< struct ...

description: Version of TrackToSkeletonMapTable for the compressed tracks.

CurveCompressionCodec

description: The codec used by the compressed data as determined by the curve compression settings.

IndexedCurveNames

type: TArray<FAnimCo...

description: Curve names for each compressed curve track, indices sorted byFName

OptionalBulk

type: FByteBulkData

OwnerName

type: FName


className: FCompressedOffsetData

code: struct FCompressedOffsetData : public [FCompressedOffsetDataBase< TArray< int32 > >](API\Runtime\Engine\Animation\FCompressedOffsetDataBase)


code: void AddUninitialized ( int32 NumOfTracks )


code: const int32 GetOffsetData ( int32 StripIndex, int32 Offset ) const


code: void SetOffsetData ( int32 StripIndex, int32 Offset, int32 Value )


code: void SetStripSize ( int32 InStripSize )


code: FCompressedOffsetDataBase ( int32 InStripSize )


className: FCompressedOffsetDataBase

code: template<typename ArrayClass> struct FCompressedOffsetDataBase

OffsetData

type: ArrayClass


className: FCompressedTrack

code: struct FCompressedTrack

Times

type: TArray< float >


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


code: void BakeOutAdditiveIntoRawData ( const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & SampleRate, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneAnimationTrack](API\Runtime\Engine\Animation\AnimData\FBoneAnimationTrack) > & ResampledTrackData, [TArray](API\Runtime\Core\Containers\TArray)< [FFloatCurve](API\Runtime\Engine\Animation\FFloatCurve) > & FloatCurves )


code: void FetchData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InPlatform )


code: uint64 GetApproxMemoryUsage() const


code: int32 GetApproxRawBoneSize() const


code: int32 GetApproxRawCurveSize() const


code: static int32 GetApproxRawDataArraySize ( const [TArray](API\Runtime\Core\Containers\TArray)< [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) > & AnimData )


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


code: void ResampleAnimationTrackData ( const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & SampleRate, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneAnimationTrack](API\Runtime\Engine\Animation\AnimData\FBoneAnimationTrack) > & ResampledTrackData ) const


code: void Update ( struct [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & CompressedData ) const


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


code: FCompressibleAnimData ( class [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSeq, const bool bPerformStripping, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InTargetPlatform )


code: FCompressibleAnimData ( [UAnimBoneCompressionSettings](API\Runtime\Engine\Animation\UAnimBoneCompressionSettings) * InBoneCompressionSettings, [UAnimCurveCompressionSettings](API\Runtime\Engine\Animation\UAnimCurveCompressionSettings) * InCurveCompressionSettings, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, EAnimInterpolationType InInterpolation, float InSequenceLength, int32 InNumberOfKeys, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InTargetPlatform )


className: FCompressibleAnimData

code: struct FCompressibleAnimData

bDataFetched

type: bool

BoneCompressionSettings

type: TObjectPtr<UAn...

BoneData

type: TArray<FBoneDa...

ErrorThresholdScale

type: float

FullName

type: FString

Interpolation

type: EAnimInterpolat...

IsCancelledSignal

type: FCancelCompress...

Name

description: For Logging.

RawFloatCurves

type: TArray<FFloatC...

RefLocalPoses

type: TArray< FTransf...

description: Data fromUSkeleton.

RefSkeleton

type: FReferenceSkele...

SampledFrameRate

type: FFrameRate

SequenceLength

type: double

TargetPlatform

type: constITargetPl...

TrackToSkeletonMapTable

type: TArray<FTrackT...

WeakSequence

type: TWeakObjectPtr<...


className: FCompressibleAnimDataResult

code: struct FCompressibleAnimDataResult

AnimData

type: TUniquePtr<ICo...

Codec

type: UAnimBoneCompre...

CompressedByteStream

type: TArray< uint8 >

CompressionUserData

type: void *

description: Give compression code a place to store some extra data during compression (Needed for PerTrackCompression)


code: void GatherPostCompressionStats ( const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & CompressedData, const [TArray](API\Runtime\Core\Containers\TArray)< [FBoneData](API\Runtime\Engine\Animation\FBoneData) > & BoneData, const [FName](API\Runtime\Core\UObject\FName) AnimFName, double CompressionTime, bool bInPerformedCompression )


code: void GatherPreCompressionStats ( int32 RawSize, int32 PreviousCompressionSize )


code: FCompressionMemorySummary ( bool bInEnabled )


className: FCompressionMemorySummary

code: class FCompressionMemorySummary


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


code: FCurveElement ( [FName](API\Runtime\Core\UObject\FName) InName, [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) InFlags )


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


code: FCurveElement ( [FName](API\Runtime\Core\UObject\FName) InName, float InValue, [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) InFlags )


className: FCurveElement

description: An element for a named curve value.

code: struct FCurveElement

Flags

type: ECurveElementFl...

Name

type: FName


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


code: FCurveElementFlags ( [FName](API\Runtime\Core\UObject\FName) InName, [ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) InFlags )


className: FCurveElementFlags

description: An element for named curve flags.

code: struct FCurveElementFlags


code: FCurveElementIndexed ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InIndex )


className: FCurveElementIndexed

description: An element for a named curve value that is also indexed. Useful in bulk curve operations that need to pay heed to disabled curves

code: struct FCurveElementIndexed : public [UE::Anim::FCurveElement](API\Runtime\Engine\Animation\FCurveElement)


code: void Add ( [FName](API\Runtime\Core\UObject\FName) InName, [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) InFlags )


description: Add an array of names/flags to filter

code: void AppendNamedFlags ( std::initializer_list< [TTuple](API\Runtime\Core\Misc\TTuple)< const [FName](API\Runtime\Core\UObject\FName), [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) >> InInputArgs )


description: Add an array of names to filter

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


description: Set the filter mode used inFilter()

code: void SetFilterMode ( [ECurveFilterMode](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterMode) InFilterMode )


className: FCurveFilter

description: Named value array that can act as a filter, creating allow/deny lists of curve names

code: struct FCurveFilter : public [UE::Anim::TNamedValueArray< FDefaultAllocator, FCurveFilterElement >](API\Runtime\Engine\Animation\TNamedValueArray)

FCurveUtils

type: friend


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


code: FCurveFilterElement ( [FName](API\Runtime\Core\UObject\FName) InName, [ECurveFilterFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterFlags) InFlags )


className: FCurveFilterElement

code: struct FCurveFilterElement

Flags

type: ECurveFilterFla...


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


className: FCurveMetaData

description: Curve Meta Data for each name Unfortunately this should be linked toFName, but no GUID because we don't have GUID in run-time We only add this if anything changed, by default, it is attribute curve

code: struct FCurveMetaData

LinkedBones

type: TArray<FBoneRe...

description: Connected bones to this meta data

MaxLOD

description: Max LOD (lowest LOD) to evaluate this. -1 means it will evaluate all the time.

Type

type: FAnimCurveType

description: Curve type flags


description: This is very simple cut to 1 key method if all is same since I see so many redundant same value in every frame Eventually this can get more complicated Will return true if compressed to 1. Return false otherwise

code: bool CompressCurveWeights()


description: Returns true if valid curve weight exists in the array

code: bool IsValidCurveTrack()


className: FCurveTrack

description: Key frame curve data for one track CurveName: Morph Target Name CurveWeights: List of weights for each frame

code: struct FCurveTrack

CurveWeights

type: TArray< float >


description: Helper function for building curves, applying any filtering Assumes (and enforces in debug builds) elements being built are inFNamesorted order

code: template<typename NamePredicateType, typename ValuePredicateType, typename CurveAllocatorType, typename CurveElementType> static void BuildSorted ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< CurveAllocatorType, CurveElementType > & OutCurve, int32 InNumElements, const NamePredicateType & InNamePredicate, const ValuePredicateType & InValuePredicate, const [FCurveFilter](API\Runtime\Engine\Animation\FCurveFilter) * InFilter )


description: Helper function for building curves from a map.

code: template<typename CurveAllocatorType, typename CurveElementType> static void BuildUnsorted ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< CurveAllocatorType, CurveElementType > & OutCurve, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), float > & InMap )


description: Helper function for building curves from an array view of name/value pairs.

code: template<typename CurveAllocatorType, typename CurveElementType> static void BuildUnsorted ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< CurveAllocatorType, CurveElementType > & OutCurve, TConstArrayView< [TTuple](API\Runtime\Core\Misc\TTuple)< [FName](API\Runtime\Core\UObject\FName), float >> InInputArrayView )


description: Helper function for building curves from an initializer list of name/value pairs.

code: template<typename CurveAllocatorType, typename CurveElementType> static void BuildUnsorted ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< CurveAllocatorType, CurveElementType > & OutCurve, std::initializer_list< [TTuple](API\Runtime\Core\Misc\TTuple)< [FName](API\Runtime\Core\UObject\FName), float >> InInputArgs )


description: Helper function for building curves from an initializer list of name/value/flag tuples.

code: template<typename CurveAllocatorType, typename CurveElementType> static void BuildUnsorted ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< CurveAllocatorType, CurveElementType > & OutCurve, std::initializer_list< [TTuple](API\Runtime\Core\Misc\TTuple)< [FName](API\Runtime\Core\UObject\FName), float, [UE::Anim::ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) >> InInputArgs )


description: Helper function for building curves from an initializer list of name/flag pairs.

code: template<typename CurveAllocatorType, typename CurveElementType> static void BuildUnsorted ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< CurveAllocatorType, CurveElementType > & OutCurve, std::initializer_list< [TTuple](API\Runtime\Core\Misc\TTuple)< [FName](API\Runtime\Core\UObject\FName), [UE::Anim::ECurveElementFlags](API\Runtime\Engine\Animation\UE__Anim__ECurveElementFlags) >> InInputArgs )


description: Helper function for building curves, applying any filtering Note: usesTMemStackAllocatorinternally when filtering, so requires aFMemMarkto be set somewhere in the callstack

code: template<typename NamePredicateType, typename ValuePredicateType, typename CurveAllocatorType, typename CurveElementType> static void BuildUnsorted ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< CurveAllocatorType, CurveElementType > & OutCurve, int32 InNumElements, const NamePredicateType & InNamePredicate, const ValuePredicateType & InValuePredicate, const [FCurveFilter](API\Runtime\Engine\Animation\FCurveFilter) * InFilter )


description: Helper function for building curves.

code: template<typename NamePredicateType, typename ValuePredicateType, typename CurveAllocatorType, typename CurveElementType> static void BuildUnsortedUnfiltered ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< CurveAllocatorType, CurveElementType > & OutCurve, int32 InNumElements, const NamePredicateType & InNamePredicate, const ValuePredicateType & InValuePredicate )


description: Helper function for building curves, applying filtering through InValidityPredicate.

code: template<typename NamePredicateType, typename ValuePredicateType, typename ValidityPredicateType, typename CurveAllocatorType, typename CurveElementType> static void BuildUnsortedValidated ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< CurveAllocatorType, CurveElementType > & OutCurve, int32 InNumElements, const NamePredicateType & InNamePredicate, const ValuePredicateType & InValuePredicate, const ValidityPredicateType & InValidityPredicate )


description: Extracts elements from curves in bulk. This is more efficient that just calling Curve.Get() repeatedly.

code: template<typename CurveType0, typename CurveType1, typename ValuePredicateType> static void BulkGet ( const CurveType0 & InCurve, const CurveType1 & InBulkCurves, const ValuePredicateType & InValuePredicate )


description: Inserts elements to curves in bulk. This is more efficient that just callingCurve.Set()repeatedly.

code: template<typename CurveType0, typename CurveType1, typename ValuePredicateType> static void BulkSet ( CurveType0 & InCurve, const CurveType1 & InBulkCurves, const ValuePredicateType & InValuePredicate )


description: Remove any curves in InOutCurve that are filtered by InFilter

code: template<typename CurveAllocatorType, typename CurveElementType> static void Filter ( [TBaseBlendedCurve](API\Runtime\Engine\Animation\TBaseBlendedCurve)< CurveAllocatorType, CurveElementType > & InOutCurve, const [FCurveFilter](API\Runtime\Engine\Animation\FCurveFilter) & InFilter )


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


className: FCustomAttribute

description: Deprecated*FCustomAttributehas been deprecated

code: struct FCustomAttribute

Name

description: Name of this attribute

Times

description: Time keys (should match number of Value entries)

Values

type: TArray<FVarian...

description: Value keys (should match number of Times entries)

VariantType

description: (FVariant) type contained by Values array


className: FCustomAttributePerBoneData

description: Structure describing custom attributes for a single bone (index)

code: struct FCustomAttributePerBoneData


className: FCustomAttributeSetting

code: struct FCustomAttributeSetting

Meaning

type: FString

description: Optional property describing the meaning (or role) of the custom attribute, allowing to add context to an attribute

Name

description: Name of the custom attribute


description: Add any new or accumulate with existing custom attributes

code: static void AccumulateAttributes ( const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes, float Weight )


description: Blend custom attribute values from N set of inputs

code: static void BlendAttributes ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Blend custom attribute values from N set of inputs (ptr-values)

code: static void BlendAttributes ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) *const > SourceAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Blend custom attribute values from N set of inputs, using input weight remapping

code: static void BlendAttributes ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::Anim::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, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Blend custom attribute values from N set of inputs, using bone filter pose weights

code: static void BlendAttributesPerBoneFilter ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > BlendAttributes, const [TArray](API\Runtime\Core\Containers\TArray)< [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > & BoneBlendWeights, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Blend custom attribute values from 2 inputs, using per-bone weights

code: static void BlendAttributesPerBone ( const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes1, const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes2, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > WeightsOfSource2, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Copy attributes from source, and remap the bone indices according to BoneMapToSource

code: static void CopyAndRemapAttributes ( const [UE::Anim::FHeapAttributeContainer](API\Runtime\Engine\Animation\FHeapAttributeContainer) & SourceAttributes, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes, const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & BoneMapToSource, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


description: Helper functionality to retrieve the correct blend type (fromUAnimationSettings) for the provided attribute name

code: static ECustomAttributeBlendType GetAttributeBlendType ( const [FName](API\Runtime\Core\UObject\FName) & InName )


description: Deprecated* Use UE::Animation::Attributes::GetAttributeValue with different signature

code: static void GetAttributeValue ( const struct [FCustomAttribute](API\Runtime\Engine\Animation\FCustomAttribute) & Attribute, float Time, float & OutValue )


code: static void GetAttributeValue ( const struct [FCustomAttribute](API\Runtime\Engine\Animation\FCustomAttribute) & Attribute, float Time, int32 & OutValue )


code: static void GetAttributeValue ( const struct [FCustomAttribute](API\Runtime\Engine\Animation\FCustomAttribute) & Attribute, float Time, [FString](API\Runtime\Core\Containers\FString) & OutValue )


description: Editor functionality to retrieve custom attribute values from the raw data

code: static void GetAttributeValue ( struct [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes, const struct [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & PoseBoneIndex, const struct [FCustomAttribute](API\Runtime\Engine\Animation\FCustomAttribute) & Attribute, const struct [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext )


description: Interpolates between two sets of attributes

code: static void InterpolateAttributes ( const [UE::Anim::FHeapAttributeContainer](API\Runtime\Engine\Animation\FHeapAttributeContainer) & SourceAttributes, [UE::Anim::FHeapAttributeContainer](API\Runtime\Engine\Animation\FHeapAttributeContainer) & OutAttributes, float Alpha )


description: Add any new or override existing custom attributes

code: static void OverrideAttributes ( const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes, float Weight )


description: Add (negated) any new or subtract from existing custom attributes

code: static void SubtractAttributes ( const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


className: FCustomAttributesRuntime

code: struct FCustomAttributesRuntime


code: void Set ( float InPrevious, float InDelta )


className: FDeltaTimeRecord

description: For montages Delta isn't always abs(CurrentPosition-PreviousPosition) because a Montage can jump or repeat or loop

code: struct FDeltaTimeRecord

Delta

type: float


code: void SetPrevious ( float InPrevious )


className: FEditorElement

description: Each elements in the grid

code: struct FEditorElement


description: For now we only support triangles

code: static const int32 MAX_VERTICES = 3;


code: FStateMachineEntry &40; int32 InStateMachineIndex, int32 InStateIndex &41;


className: FStateMachineEntry

code: struct FStateMachineEntry


code: static [FEncounteredStateMachineStack](API\Runtime\Engine\Animation\FEncounteredStateMachineStack) InitStack ( int32 InStateMachineIndex, int32 InStateIndex )


code: static [FEncounteredStateMachineStack](API\Runtime\Engine\Animation\FEncounteredStateMachineStack) InitStack ( const [FEncounteredStateMachineStack](API\Runtime\Engine\Animation\FEncounteredStateMachineStack) & ParentStack, int32 InStateMachineIndex, int32 InStateIndex )


code: FEncounteredStateMachineStack ( int32 InStateMachineIndex, int32 InStateIndex )


code: FEncounteredStateMachineStack ( const [FEncounteredStateMachineStack](API\Runtime\Engine\Animation\FEncounteredStateMachineStack) & ParentStack, int32 InStateMachineIndex, int32 InStateIndex )


className: FEncounteredStateMachineStack

code: struct FEncounteredStateMachineStack

StateStack

type: TArray<FStateM...


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


code: FErrorTrackerWorstAnimation ( float InAvgError, [FName](API\Runtime\Core\UObject\FName) InMaxErrorAnimName )


className: FErrorTrackerWorstAnimation

code: struct FErrorTrackerWorstAnimation


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


code: FErrorTrackerWorstBone ( float InBoneError, float InBoneErrorTime, int32 InBoneErrorBone, [FName](API\Runtime\Core\UObject\FName) InBoneErrorBoneName, [FName](API\Runtime\Core\UObject\FName) InBoneErrorAnimName )


className: FErrorTrackerWorstBone

code: struct FErrorTrackerWorstBone

BoneError

description: Error of this bone.

BoneErrorAnimName

description: Animation the error occurred on.

BoneErrorBone

description: Bone index the error occurred on.

BoneErrorBoneName

description: Bone name the error occurred on.

BoneErrorTime

description: Time in the sequence that the error occurred at.


code: FExposedValueCopyRecord ( int32 InCopyIndex, EPostCopyOperation InPostCopyOperation )


className: FExposedValueCopyRecord

code: struct FExposedValueCopyRecord

PostCopyOperation

type: EPostCopyOperat...


description: Helper function to bind an array of handlers.

code: static void ClassInitialization ( [TArray](API\Runtime\Core\Containers\TArray)< [FExposedValueHandler](API\Runtime\Engine\Animation\FExposedValueHandler) > & Handlers, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description: Execute the function and copy records.

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


description: Bind copy records and cacheUFunctionif necessary.

code: void Initialize ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FPropertyAccessLibrary](API\Runtime\Engine\FPropertyAccessLibrary) & InPropertyAccessLibrary )


className: FExposedValueHandler

description: An exposed value updater.

code: struct FExposedValueHandler

BoundFunction

description: The function to call to update associated properties (can be NAME_None)

CopyRecords

type: TArray<FExpose...

description: Direct data access to property in anim instance.

Function

type: TObjectPtr<UFu...

description: Function pointer if BoundFunction != NAME_None

PropertyAccessLibrary

type: constFProperty...

description: Cached property access library ptr.


description: Apply serialized data to skeletal mesh in game thread

code: virtual void ApplyEditorData ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, bool bIsSerializeSaving ) const


description: Load morph target data

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


code: virtual ~FFinishBuildMorphTargetData()


className: FFinishBuildMorphTargetData

description: Data to cache serialization results for async asset building

code: struct FFinishBuildMorphTargetData

bApplyMorphTargetsData

type: bool

MorphLODModelsPerTargetName

type: TMap<FName,TA...


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


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


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


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


className: FFloatAnimationAttribute

description: Attribute type supporting the legacy TVariantatttributes

code: struct FFloatAnimationAttribute


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

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


code: float Evaluate ( float CurrentTime ) const


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


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


code: void UpdateOrAddKey ( float NewKey, float CurrentTime )


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

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


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


className: FFloatCurve

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

FloatCurve

type: FRichCurve

description: Curve data for float.


className: FGraphAssetPlayerInformation

description: Contains indices for any Asset Player nodes found for a specific Name Anim Graph (only and specifically harvested for Anim Graph Layers and Implemented Anim Layer Graphs)

code: struct FGraphAssetPlayerInformation

PlayerNodeIndices

type: TArray< int32 >


description: Gets the number of expected frames to be skipped by URO

code: int16 GetMaxSkippedFrames() const


description: Increases the internal counter, and refreshes the current global frame counter

code: void Increment()


description: Deprecated* Use the specific IsSynchronized_* functions to determing sync state

code: bool IsSynchronizedWith ( const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & InMasterCounter ) const


description: Check that both the internal counter and global frame are both in sync between this counter and another

code: bool IsSynchronized_All ( const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & InOtherCounter ) const


description: Check whether the internal counter is synchronized between this and another counter

code: bool IsSynchronized_Counter ( const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & InOtherCounter ) const


description: Check whether this counter and another were synchronized on the same global frame

code: bool IsSynchronized_Frame ( const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & InOtherCounter ) const


description: Clear the internal counters and frame skip

code: void Reset()


description: Sets the number of expected frames to be skipped by URO

code: void SetMaxSkippedFrames ( int16 InMaxSkippedFrames )


description: Sync this counter with another counter

code: void SynchronizeWith ( const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & InMasterCounter )


description: Check if this counter is either synchronized with another or is one update behind

code: bool WasSynchronizedCounter ( const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & InOtherCounter ) const


description: Deprecated* Use the specific WasSynchronizedLast* functions to determine sync state

code: bool WasSynchronizedInTheLastFrame ( const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & InMasterCounter ) const


description: Use this to test whether or not there's been a period when the owning animation instance has not been updated.

code: bool WasSynchronizedLastFrame ( const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & InOtherCounter ) const


className: FGraphTraversalCounter

code: struct FGraphTraversalCounter


className: FGridBlendSample

description: Result of how much weight of the grid element

code: struct FGridBlendSample

GridElement

type: FEditorElement


className: FHeapAttributeContainer

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


className: FImportedSkinWeightProfileData

description: Editor only representation of a Skin Weight profile, stored as part ofFSkeletalMeshLODModel, used as a base for generating the runtime version (FSkeletalRenderDataSkinWeightProfilesData)

code: struct FImportedSkinWeightProfileData

SkinWeights

type: TArray<FRawSki...

SourceModelInfluences

type: TArray<Skeleta...

description: This is the result of the imported data before the chunking We use this data every time we need to re-chunk the skeletal mesh


className: FInertializationBoneDiff

code: struct FInertializationBoneDiff

RotationAxis

type: FVector


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


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


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


className: FHeapAttributeContainerAccessor

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


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


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


className: FInertializationCurve

code: struct FInertializationCurve

BlendedCurve

type: FBlendedHeapCur...


code: FInertializationCurveDiffElement()


className: FInertializationCurveDiffElement

code: struct FInertializationCurveDiffElement : public [UE::Anim::FCurveElement](API\Runtime\Engine\Animation\FCurveElement)


code: void InitFrom ( const [FCompactPose](API\Runtime\Engine\FCompactPose) & Pose, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & InCurves, const FTransform & InComponentTransform, const [FName](API\Runtime\Core\UObject\FName) & InAttachParentName, float InDeltaTime )


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


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


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


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


className: FInertializationPose

code: struct FInertializationPose

AttachParentName

type: FName

BoneStates

type: TArray< EInerti...

description: Bone states indexed by skeleton bone index

BoneTransforms

type: TArray< FTransf...

description: Bone transforms indexed by skeleton bone index.

ComponentTransform

type: FTransform

Curves

type: FInertializatio...

description: Snapshot of active curves


description: Pose [in/out] the current frame's pose Curves [in/out] the current frame's animation curves InertializationElapsedTime time elapsed since the start of the inertialization InertializationDuration total inertialization duration (used for curves) InertializationDurationPerBone inertialization duration per bone (indexed by skeleton bone index) (used for pose)

code: void ApplyTo ( [FCompactPose](API\Runtime\Engine\FCompactPose) & Pose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & Curves, float InertializationElapsedTime, float InertializationDuration, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > InertializationDurationPerBone ) const


description: Get the inertialization space for this pose diff (for debug display)


description: Pose the current frame's pose ComponentTransform the current frame's component to world transform AttachParentName the current frame's attach parent name (for checking if the attachment has changed) Prev1 the previous frame's pose Prev2 the pose from two frames before CurveFilter filter for curves we don't want to inertialize

code: void InitFrom ( const [FCompactPose](API\Runtime\Engine\FCompactPose) & Pose, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & Curves, const FTransform & ComponentTransform, const [FName](API\Runtime\Core\UObject\FName) & AttachParentName, const [FInertializationPose](API\Runtime\Engine\Animation\FInertializationPose) & Prev1, const [FInertializationPose](API\Runtime\Engine\Animation\FInertializationPose) & Prev2, const [UE::Anim::FCurveFilter](API\Runtime\Engine\Animation\FCurveFilter) & CurveFilter )


code: void Reset ( uint32 NumBonesSlack )


className: FInertializationPoseDiff

code: struct FInertializationPoseDiff


code: FInertializationRequest ( float InDuration, const [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * InBlendProfile )


className: FInertializationRequest

code: struct FInertializationRequest

AnimInstance

type: TObjectPtr<UOb...

description: Anim instance from which this request was made.

BlendMode

type: EAlphaBlendOpti...

description: Blend mode to use.

BlendProfile

type: TObjectPtr< con...

description: Blend profile to control per-joint blend times.

bUseBlendMode

description: If to use the provided blend mode.

CustomBlendCurve

type: TObjectPtr<UCu...

description: Custom blend curve to use when use of the blend mode is active.

Description

type: FText

description: Description of the request - used for debugging.

Duration

type: float

description: Blend duration of the inertialization request.

NodeId

description: Node id from which this request was made.


code: float ApplyTo ( bool bEnabled, float InDeltaTime )


className: FInputAlphaBoolBlend

code: struct FInputAlphaBoolBlend

AlphaBlend

type: FAlphaBlend

bInitialized

type: bool


description: Get a friendly name to display on a pin.

code: [FText](API\Runtime\Core\Internationalization\FText) GetFriendlyName ( [FText](API\Runtime\Core\Internationalization\FText) InFriendlyName ) const


className: FInputClampConstants

description: Input modifier with clamping and interpolation.

code: struct FInputClampConstants


description: Apply scale, bias, and clamp to value.

code: float ApplyTo ( const [FInputClampConstants](API\Runtime\Engine\Animation\FInputClampConstants) & InConstants, float InValue, float InDeltaTime )


className: FInputClampState

description: Mutable state struct to be used withFInputClampConstants.

code: struct FInputClampState

description: Whether this state is initialized.

InterpolatedResult

description: The interpolated result.


code: bool ClampValue ( float & InOutValue ) const


code: FInputRange ( const float InMin, const float InMax )


className: FInputRange

code: struct FInputRange


code: float ApplyTo ( float Value ) const


className: FInputScaleBias

description: Input modifier with scaling and biasing.

code: struct FInputScaleBias


code: float ApplyTo ( float Value, float InDeltaTime ) const


className: FInputScaleBiasClamp

description: Input modifier with remapping, scaling, biasing, clamping, and interpolation.

code: struct FInputScaleBiasClamp

InRange

type: FInputRange


description: Copy parameters from the legacy combined constants/state structure.

code: void CopyFromLegacy ( const [FInputScaleBiasClamp](API\Runtime\Engine\Animation\FInputScaleBiasClamp) & InLegacy )


className: FInputScaleBiasClampConstants

code: struct FInputScaleBiasClampConstants


description: Apply but dont modify InterpolatedResult.

code: float ApplyTo ( const [FInputScaleBiasClampConstants](API\Runtime\Engine\Animation\FInputScaleBiasClampConstants) & InConstants, float Value ) const


description: Apply scale, bias, and clamp to value.

code: float ApplyTo ( const [FInputScaleBiasClampConstants](API\Runtime\Engine\Animation\FInputScaleBiasClampConstants) & InConstants, float Value, float InDeltaTime )


className: FInputScaleBiasClampState

description: Mutable state struct to be used withFInputScaleBiasClampConstants.

code: struct FInputScaleBiasClampState

bInitialized

description: Whether this state is initialized.

InterpolatedResult

description: The interpolated result.


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


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


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


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


className: FIntegerAnimationAttribute

description: Attribute type supporting the legacy TVariantatttributes

code: struct FIntegerAnimationAttribute


className: FInterpolationParameter

code: struct FInterpolationParameter

DampingRatio

description: Damping ratio - only used when the type is set to SpringDamper.

InterpolationTime

description: Smoothing Time used to move smoothly across the blendpsace from the current parameters to the target parameters.

InterpolationType

type: TEnumAsByte< EF...

description: Type of smoothing used for filtering the input value to decide how to get to target.

MaxSpeed

description: Maximum speed, in real units.


description: Find instance data for given instance if it exists, returns nullptr otherwise.

code: [FLinkedAnimLayerInstanceData](API\Runtime\Engine\Animation\FLinkedAnimLayerInstanceData) * FindInstanceData ( const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance )


description: Find an existing instance to link given function if one is available, creates one otherwise.

code: [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * FindOrAddInstanceForLinking ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * OwningInstance, [FName](API\Runtime\Core\UObject\FName) Function, bool & IsNewInstance )


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > GetClass() const


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


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


code: void SetPersistence ( bool bInIsPersistent )


code: FLinkedAnimLayerClassData ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > AnimClass, bool bInIsPersistent )


className: FLinkedAnimLayerClassData

description: Linked layer class info.

code: struct FLinkedAnimLayerClassData


description: Mark a function as linked.

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


description: Unmark a function as linked.

code: void RemoveLinkedFunction ( [FName](API\Runtime\Core\UObject\FName) Function )


description: Return map of currently linked functions.

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


code: FLinkedAnimLayerInstanceData ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance, bool bInIsPersistent )


className: FLinkedAnimLayerInstanceData

description: Linked layer instance info.

code: struct FLinkedAnimLayerInstanceData

Instance

type: TObjectPtr<UAn...


className: FLoadedAnimationChunk

code: struct FLoadedAnimationChunk

CompressedAnimData

type: TAtomic<FCompr...

IORequest

type: IBulkDataIORequ...

RequestStart

type: double


className: FLocalSpacePose

description: A pose in local space (i.e. each transform is relative to its parent)

code: struct FLocalSpacePose

Names

type: TArray<FName>

Transforms

type: TArray< FTransf...


className: FMarkerPair

code: struct FMarkerPair


description: Is this a valid Marker Sync Position

code: bool IsValid() const


description: Debug output function


code: FMarkerSyncAnimPosition ( const [FName](API\Runtime\Core\UObject\FName) & InPrevMarkerName, const [FName](API\Runtime\Core\UObject\FName) & InNextMarkerName, const float & InAlpha )


code: void CollectMarkersInRange ( float PrevPosition, float NewPosition, [TArray](API\Runtime\Core\Containers\TArray)< [FPassedMarker](API\Runtime\Engine\Animation\FPassedMarker) > & OutMarkersPassedThisTick, float TotalDeltaMove )


className: FMarkerSyncAnimPosition

description: Represent a current play position in an animation based on sync markers

code: struct FMarkerSyncAnimPosition

NextMarkerName

type: FName

description: The marker we are heading towards

PositionBetweenMarkers

description: Value between 0 and 1 representing where we are: 0 we are at PreviousMarker 1 we are at NextMarker 0.5 we are half way between the two

PreviousMarkerName

description: The marker we have passed


description: Deprecated* Use other GetMarkerSyncPositionFromMarkerIndicies signature

code: [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) GetMarkerSyncPositionfromMarkerIndicies ( int32 PrevMarker, int32 NextMarker, float CurrentTime, float SequenceLength ) const


code: void GetMarkerIndicesForTime ( float CurrentTime, bool bLooping, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ValidMarkerNames, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutPrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutNextMarker, float SequenceLength ) const


code: [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) GetMarkerSyncPositionFromMarkerIndicies ( int32 PrevMarker, int32 NextMarker, float CurrentTime, float SequenceLength, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


className: FMarkerSyncData

code: struct FMarkerSyncData

AuthoredSyncMarkers

type: TArray<FAnimSy...

description: Authored Sync markers

UniqueMarkerNames

description: List of Unique marker names in this animation sequence


className: DefaultMarkerNames

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


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


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


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


code: bool IsMarkerSyncStartValid() const


code: void SetMarkerSyncEndPosition ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & SyncPosition )


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


className: FMarkerTickContext

code: class FMarkerTickContext

MarkersPassedThisTick

type: TArray<FPassed...


code: bool IsValid ( bool bLooping ) const


description: Debug output function


code: void SetMarkerSyncStartPosition ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & SyncPosition )


className: FMarkerTickRecord

code: struct FMarkerTickRecord

NextMarker

type: FMarkerPair

PreviousMarker

description: Current Position in marker space, equivalent to TimeAccumulator.


code: bool CanUseErrorStat ( SortType NewError )


code: const [DataType](API\Plugins\OptimusCore\DataType) & GetMaxErrorItem() const


code: template<typename... ArgsType> void StoreErrorStat ( SortType NewError, ArgsType &&... Args )


className: FMaxErrorStatTracker

description: Logic for tracking top N error items for later display.

code: template<typename DataType, typename SortType, int MaxItems> struct FMaxErrorStatTracker


className: FMeshAttributeContainer

code: struct FMeshAttributeContainer : public [UE::Anim::TAttributeContainer< FMeshPoseBoneIndex, FDefaultAllocator >](API\Runtime\Engine\Animation\TAttributeContainer)


description: Copies the relevant parts of each stack only, ready for cached update.

code: void CopyForCachedUpdate ( const [FMessageStack](API\Runtime\Engine\Animation\FMessageStack) & InStack )


className: EEnumerate

description: Return value for the various ForEach* enumeration functions.

code: enum EEnumerate { Stop, Continue, }


className: FMessageStackEntry

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< FMessageEntry, TInlineAllocator< 4 >> FMessageStackEntry


className: FMessageMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FMessageStackEntry](API\Runtime\Core\Containers\TArray), [TInlineSetAllocator](API\Runtime\Core\Containers\TInlineSetAllocator)< 4 >> FMessageMap


className: FNodeInfo

description: Info about a node.

code: struct FNodeInfo

NodeStruct

type: constUScriptSt...


description: Call the supplied function with each node subscribed to the specified message in this stack

code: template<typename TGraphMessageType> void ForEachMessage ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [EEnumerate](API\Runtime\Engine\Animation\FMessageStack\EEnumerate)(TGraphMessageType &)> InFunction ) const


description: Helper function for the templated function of the same name above.

code: void ForEachMessage &40; FName InMessageType, TFunctionRef< EEnumerate(IGraphMessage &)> InFunction &41; const


description: Call the supplied function with each node tagged with the specified tag

code: void ForEachTag ( [FName](API\Runtime\Core\UObject\FName) InTagId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [EEnumerate](API\Runtime\Engine\Animation\FMessageStack\EEnumerate)([FNodeInfo](API\Runtime\Engine\Animation\FMessageStack\FNodeInfo))> InFunction ) const


className: FTagMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FTagStackEntry](API\Runtime\Core\Containers\TArray), [TInlineSetAllocator](API\Runtime\Core\Containers\TInlineSetAllocator)< 4 >> FTagMap


className: FTagStackEntry

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FNodeInfo](API\Runtime\Engine\Animation\FMessageStack\FNodeInfo), TInlineAllocator< 4 >> FTagStackEntry


description: true if a message of the specified type is present

code: template<typename TGraphMessageType> bool HasMessage() const


code: bool HasMessage &40; FName InMessageType &41; const


description: Call MakeEventContextData for the top entry of each MessageType, returning interfaces for types that return event data

code: void MakeEventContextData ( [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< const [IAnimNotifyEventContextDataInterface](API\Runtime\Engine\Animation\IAnimNotifyEventContextDataInter-) >> & ContextData ) const


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


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


code: void TopMessage &40; FName InMessageType, TFunctionRef< void(IGraphMessage &)> InFunction &41; const


description: Call the supplied function on the top-most node subscribed to the specified message in this stack

code: template<typename TGraphMessageType> void TopMessage ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(TGraphMessageType &)> InFunction ) const


code: template<typename TGraphMessageType> void TopMessageWeakPtr ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< TGraphMessageType > &)> InFunction )


description: Non-copyable.

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


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


className: FMessageStack

description: Stack of tags & events used to track context during graph execution.

code: struct FMessageStack


code: FMirrorFindReplaceExpression ( [FName](API\Runtime\Core\UObject\FName) InFindExpression, [FName](API\Runtime\Core\UObject\FName) InReplaceExpression, [EMirrorFindReplaceMethod::Type](API\Runtime\Engine\Animation\EMirrorFindReplaceMethod__Type) Method )


className: FMirrorFindReplaceExpression

description: Find and Replace expressions used to generate mirror tables

code: struct FMirrorFindReplaceExpression

FindReplaceMethod

type: TEnumAsByte<EM...


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


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


className: TypeName

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


code: FMirrorSyncScope ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & InContext, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )


className: FMirrorSyncScope

description: Scoped graph message used to synchronize mirroring.

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


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


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


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


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


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


className: FMirrorTableRow

description: Base Mirror Table containing all data required by the animation mirroring system.

code: struct FMirrorTableRow : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)


className: FMontageActiveSlotTracker

description: Tracks state of active slot nodes in the graph

code: struct FMontageActiveSlotTracker

bIsRelevantThisTick

description: Is the montage slot part of the active graph this tick.

bWasRelevantOnPreviousTick

description: Was the montage slot part of the active graph last tick.

MontageLocalWeight

type: float

description: Local weight of Montages being played (local to the slot node)

NodeGlobalWeight

description: Global weight of this slot node


code: FMontageBlendSettings ( float BlendTime )


code: FMontageBlendSettings ( const [FAlphaBlendArgs](API\Runtime\Engine\FAlphaBlendArgs) & BlendArgs )


className: FMontageBlendSettings

description: Montage blend settings. Can be used to overwrite default Montage settings on Play/Stop

code: struct FMontageBlendSettings

Blend

type: FAlphaBlendArgs

description: AlphaBlend options (time, curve, etc.)

BlendMode

type: EMontageBlendMo...

description: Type of blend mode (Standard vs Inertial)

BlendProfile

type: TObjectPtr<UBl...

description: Blend Profile to use for this blend


className: FMontageEvaluationState

code: struct FMontageEvaluationState

ActiveBlendProfile

type: constUBlendPro...

description: The active blend profile. Montages have a profile for blending in and blending out.

bIsActive

type: bool

description: Whether this montage is valid and not stopped.

bIsPlaying

description: Whether this montage is playing.

BlendInfo

type: FAlphaBlend

description: The current blend information.

BlendStartAlpha

description: The linear alpha value where to start blending from. So not the blended value that already has been curve sampled.

DeltaTimeRecord

type: FDeltaTimeRecor...

description: The previous MontagePosition and delta leading into current.

Montage

type: TWeakObjectPtr<...

description: The montage to evaluate.

MontagePosition

description: The position to evaluate this montage at.


code: FMontageEvaluationState ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * InMontage, float InPosition, [FDeltaTimeRecord](API\Runtime\Engine\Animation\FDeltaTimeRecord) InDeltaTimeRecord, bool bInIsPlaying, bool bInIsActive, const [FAlphaBlend](API\Runtime\Engine\FAlphaBlend) & InBlendInfo, const [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * InActiveBlendProfile, float InBlendStartAlpha )


code: EMontageSubStepResult Advance ( float & InOut_P_Original, const [FBranchingPointMarker](API\Runtime\Engine\Animation\FBranchingPointMarker) ** OutBranchingPointMarkerPtr )


code: void AddEvaluationTime ( float InDeltaTime )


description: Invalidate Cached_CombinedPlayRate to force data to be recached in 'ConditionallyUpdateCachedData'

code: void ClearCachedData()


code: int32 GetCurrentSectionIndex() const


code: float GetRemainingPlayTimeToSectionEnd ( const float In_P_Original )


code: bool HasReachedEndOfSection() const


code: void Initialize ( const struct [FAnimMontageInstance](API\Runtime\Engine\Animation\FAnimMontageInstance) & InAnimInstance )


className: FMontageSubStepper

description: Helper struct to sub step through Montages when advancing time. These require stopping at sections and branching points to potential jumps and loops. And also stepping through TimeStretchMarkers to adjust play rate based on TimeStretchCurve.

code: struct FMontageSubStepper


className: FMorphTargetDelta

description: Morph mesh vertex data used for rendering

code: struct FMorphTargetDelta

PositionDelta

description: Change in position

SourceIdx

description: Index of source vertex to apply deltas to

TangentZDelta

description: Tangent basis normal


className: FMorphTargetLODModel

description: Mesh data for a single LOD model of a morph target

code: struct FMorphTargetLODModel

bGeneratedByEngine

description: Is this LOD generated by reduction setting

NumBaseMeshVerts

description: Number of original verts in the base mesh

NumVertices

description: Number of elements in Vertices array. This property is set at runtime and is not serialized.

SectionIndices

type: TArray< int32 >

description: List of sections this morph is used

Vertices

type: TArray<FMorphT...

description: Vertex data for a single LOD morph mesh


className: FNamedColor

description: A named color

code: struct FNamedColor

Name

type: FName

Value

type: FColor


className: FNamedCurveValue

description: Name/value pair for retrieving curve values

code: struct FNamedCurveValue

Name

description: The name of the curve

description: The value of the curve


className: FNamedFloat

description: A named float

code: struct FNamedFloat


code: FNamedIndexElement ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InIndex )


className: FNamedIndexElement

description: Name/index pair, used inFBulkCurves

code: struct FNamedIndexElement


className: FNamedTransform

description: A named transform

code: struct FNamedTransform

Value

type: FTransform


description: Calls predicate on all matching elements in the two passed-in value arrays. ValuePredicateType is a function of signature: (const ElementType0& InElement0, const ElementType1& InElement1) -> void

code: template<typename AllocatorType0, typename ElementType0, typename AllocatorType1, typename ElementType1, typename ValuePredicateType> static void Intersection ( const [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorType0, ElementType0 > & InNamedValues0, const [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorType1, ElementType1 > & InNamedValues1, const ValuePredicateType & InValuePredicate )


description: Removes elements in InOutValueArray0 that match InValueArray1 if predicate returns false

code: template<typename AllocatorType0, typename ElementType0, typename AllocatorType1, typename ElementType1, typename PredicateType> static void RemoveByPredicate ( [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorType0, ElementType0 > & InOutValueArray0, const [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorType1, ElementType1 > & InValueArray1, const PredicateType & InPredicate )


description: Helper function Uses a simple 'tape merge' Performs an operation per-element on the two value arrays. Writes result to InOutValueArray0. InValueArray0 will be the union of the two value arrays after the operation is completed (i.e. new elements in InValueArray1 are added to InValueArray0) Performs a simple copy for each element

code: template<typename AllocatorTypeResult, typename ElementType, typename AllocatorTypeParam> static void Union ( [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorTypeResult, ElementType > & InOutValueArray0, const [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorTypeParam, ElementType > & InValueArray1 )


description: Helper function Uses a simple 'tape merge' Performs an operation per-element on the two value arrays. Writes result to InOutValueArray0. InValueArray0 will be the union of the two value arrays after the operation is completed (i.e. new elements in InValueArray1 are added to InValueArray0) InPredicate is called on all elements that are added to or already existing in InOutValueArray0, with appropriate flags.

code: template<typename PredicateType, typename AllocatorTypeResult, typename ElementTypeResult, typename AllocatorTypeParam, typename ElementTypeParam> static void Union ( [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorTypeResult, ElementTypeResult > & InOutValueArray0, const [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorTypeParam, ElementTypeParam > & InValueArray1, const PredicateType & InPredicate )


description: Helper function Calls predicate on all elements in the two passed-in value arrays.

code: template<typename PredicateType, typename AllocatorType0, typename ElementType0, typename AllocatorType1, typename ElementType1> static void Union ( const [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorType0, ElementType0 > & InValueArray0, const [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorType1, ElementType1 > & InValueArray1, const PredicateType & InPredicate )


description: Helper function Uses a simple 'tape merge' Performs an operation per-element on the two value arrays. Writes result to OutResultValueArray. OutResultValueArray will be the union of the two value arrays after the operation is completed. InPredicate is called on all elements that are added to OutResultValueArray, with appropriate flags.

code: template<typename PredicateType, typename AllocatorTypeResult, typename ElementTypeResult, typename AllocatorType0, typename ElementType0, typename AllocatorType1, typename ElementType1> static void Union ( [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorTypeResult, ElementTypeResult > & OutResultValueArray, const [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorType0, ElementType0 > & InValueArray0, const [TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< AllocatorType1, ElementType1 > & InValueArray1, const PredicateType & InPredicate )


className: FNamedValueArrayUtils

code: struct FNamedValueArrayUtils


className: FNamedVector

description: A named float

code: struct FNamedVector

type: FVector


code: FNameMapping ( [FName](API\Runtime\Core\UObject\FName) InNodeName )


code: FNameMapping ( [FName](API\Runtime\Core\UObject\FName) InNodeName, [FName](API\Runtime\Core\UObject\FName) InBoneName )


className: FNameMapping

code: struct FNameMapping


code: FNativeStateBinding ( const [FName](API\Runtime\Core\UObject\FName) & InMachineName, const [FName](API\Runtime\Core\UObject\FName) & InStateName, const FOnGraphStateChanged & InNativeStateDelegate, const [FName](API\Runtime\Core\UObject\FName) & InBindingName )


className: FNativeStateBinding

description: Binding allowing native notification of state changes

code: struct FNativeStateBinding

BindingName

description: Name of this binding

MachineName

description: State machine to bind to

NativeStateDelegate

type: FOnGraphStateCh...

description: Delegate to use when checking transition

StateName

description: State to bind to


code: FNativeTransitionBinding ( const [FName](API\Runtime\Core\UObject\FName) & InMachineName, const [FName](API\Runtime\Core\UObject\FName) & InPreviousStateName, const [FName](API\Runtime\Core\UObject\FName) & InNextStateName, const FCanTakeTransition & InNativeTransitionDelegate, const [FName](API\Runtime\Core\UObject\FName) & InTransitionName )


className: FNativeTransitionBinding

description: Binding allowing native transition rule evaluation

code: struct FNativeTransitionBinding

MachineName

description: State machine to bind to

NativeTransitionDelegate

type: FCanTakeTransit...

NextStateName

description: Next state the transition goes to

PreviousStateName

description: Previous state the transition comes from

TransitionName

description: Name of this transition rule


description: Get the node property associated with this ID.

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


description: Check if this ID is valid.

code: bool IsValid() const


description: Construct from a property name and struct.

code: FNodeDataId ( [FName](API\Runtime\Core\UObject\FName) InPropertyName, const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InNode, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InNodeStruct )


code: void AddDebugItem ( [FString](API\Runtime\Core\Containers\FString) DebugData, bool bPoseSource )


className: FNodeDataId

description: Identifier used to access folded node data.

code: struct FNodeDataId


code: [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & BranchFlow ( float BranchWeight, [FString](API\Runtime\Core\Containers\FString) InNodeDescription )


code: FFlattenedDebugData &40; FString Line, float AbsWeight, int32 InIndent, int32 InChainID, bool bInPoseSource &41;


description: Get the node struct associated with this ID.

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


code: [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) * GetCachePoseDebugData ( float GlobalWeight )


className: FFlattenedDebugData

code: struct FFlattenedDebugData

AbsoluteWeight

type: float

DebugLine

type: FString


code: void GetFlattenedDebugData ( [TArray](API\Runtime\Core\Containers\TArray)< [FFlattenedDebugData](API\Runtime\Engine\Animation\FNodeDebugData\FFlattenedDebugData) > & FlattenedDebugData, int32 Indent, int32 & ChainID )


code: FNodeDebugData ( const class [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


code: template<class Type> [FString](API\Runtime\Core\Containers\FString) GetNodeName ( Type * Node )


code: FNodeDebugData ( const class [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, const float AbsWeight, [FString](API\Runtime\Core\Containers\FString) InNodeDescription, [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) * InRootNodePtr )


className: FNodeDebugData

code: struct FNodeDebugData

AnimInstance

type: constUAnimInst...

description: Anim instance that we are generating debug data for.


className: FNodeFunctionCaller

description: Wrapper used to call anim node functions.

code: struct FNodeFunctionCaller


code: FNodeItem ( [FName](API\Runtime\Core\UObject\FName) InParentName, const FTransform & InTransform )


className: FNodeItem

description: Node Information to save with

code: struct FNodeItem

ParentName

description: Parent Name. If NAME_None, it will consider no parent

Transform

description: Space transform (Not based on parent). Used by control rig system