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


className: IAnimationWarpingEditorModule

module: AnimationWarpingEditor

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


className: EActorMovementCompensationMode

module: AnimationWarpingRuntime

code: enum EActorMovementCompensationMode { ComponentSpace, WorldSpace, SuddenMotionOnly, }


className: EFootPlacementLockType

code: enum EFootPlacementLockType { Unlocked, PivotAroundBall, PivotAroundAnkle, LockRotation, }


className: EOffsetRootBoneMode

code: enum EOffsetRootBoneMode { Accumulate, Interpolate, Hold, Release, }


className: EPelvisHeightMode

code: enum EPelvisHeightMode { AllLegs, AllPlantedFeet, FrontPlantedFeetUphill_FrontFeetDownhill, }


description: Evaluate the new component-space transforms for the affected bones.

code: virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms )


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

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


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

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


description: Return true if it is valid to Evaluate

code: virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


description: Interface for derived skeletal controls to implement use this function to update for skeletal control base

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


IKFootRootBone

type: FBoneReference

InterpolationSettings

type: FFootPlacementI...

LegDefinitions

type: TArray<FFootPl...

PelvisSettings

type: FFootPlacementP...

PlantSpeedMode

type: EWarpingEvaluat...

description: Foot/Ball speed evaluation mode (Graph or Manual) used to decide when the feet are locked Graph mode uses the root motion attribute from the animations to calculate the joint's speed Manual mode uses a per-foot curve name representing the joint's speed

TraceSettings

type: FFootPlacementT...


code: bool GetClampToRotationVelocity() const


description: Folded property accesors.


code: float GetMaxRotationError() const


code: const FRotator & GetRotationDelta() const


code: float GetMaxTranslationError() const


code: float GetRotationHalfLife() const


code: float GetRotationSpeedRatio() const


code: const FVector & GetTranslationDelta() const


code: float GetTranslationHalflife() const


code: float GetTranslationSpeedRatio() const


bClampToRotationVelocity

type: bool

description: Whether to limit the offset's rotation interpolation speed to the velocity on the incoming motion Enabling this prevents the offset sliding when there's little to no rotation speed

bClampToTranslationVelocity

description: Whether to limit the offset's translation interpolation speed to the velocity on the incoming motion Enabling this prevents the offset sliding when there's little to no translation speed

MaxRotationError

type: float

description: How much the offset can deviate from the mesh component's rotation in degrees Values lower than 0 disable this limit

MaxTranslationError

description: How much the offset can deviate from the mesh component's translation in units Values lower than 0 disable this limit

RotationDelta

type: FRotator

description: Delta applied to the rotation offset this frame.

RotationHalfLife

description: Controls how fast the rotation offset is blended out Values closer to 0 make it faster

RotationMode

type: EOffsetRootBone...

description: The rotation offset behavior mode.

RotationSpeedRatio

description: How much the offset can blend out, relative to the incoming rotation speed i.e. If root motion is rotating at 90 degrees/s, at 0.5, the offset can blend out at 45 degree/s

TranslationDelta

type: FVector

description: Delta applied to the translation offset this frame.

TranslationHalflife

description: Controls how fast the translation offset is blended out Values closer to 0 make it faster

TranslationMode

description: The translation offset behavior mode.

TranslationSpeedRatio

description: How much the offset can blend out, relative to the incoming translation speed i.e. If root motion is moving at 400cm/s, at 0.5, the offset can blend out at 200cm/s


bEnableDebugDraw

description: Enable/Disable orientation warping debug drawing.

DebugDrawScale

description: Scale all debug drawing visualization by a factor.

DistributedBoneOrientationAlpha

description: Specifies how much rotation is applied to the character body versus IK feet.

IKFootBones

type: TArray<FBoneRe...

description: IK Foot definitions.

IKFootRootBone

description: IK Foot Root Bone definition.

LocomotionAngle

description: The character locomotion angle (in degrees) relative to the specified RotationAxis This will be used in the following equation for computing the orientation angle: [Orientation = RotationBetween(RootMotionDirection, LocomotionDirection)]

LocomotionAngleDeltaThreshold

description: Specifies an angle threshold to prevent erroneous over-rotation of the character, disabled with a value of 0

Mode

description: Orientation warping evaluation mode (Graph or Manual)

OrientationAngle

description: The desired orientation angle (in degrees) to warp by relative to the specified RotationAxis.

RotationAxis

type: TEnumAsByte<EA...

description: Rotation axis used when rotating the character body.

RotationInterpSpeed

description: Specifies the interpolation speed (in Alpha per second) towards reaching the final warped rotation angle A value of 0 will cause instantaneous rotation, while a greater value will introduce smoothing

SpineBones

description: Spine bone definitions Used to counter rotate the body in order to keep the character facing forward The amount of counter rotation applied is driven by DistributedBoneOrientationAlpha


description: Evaluate the new component-space transforms for the affected bones.


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


code: void GetSmoothedFloorInfo ( [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & MeshBases, FVector & OutFloorNormal, FVector & OutFloorOffset )


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


description: Interface for derived skeletal controls to implement use this function to update for skeletal control base


description: Return true if it is valid to Evaluate


bFloorSmoothingInitialized

type: uint32:  1

FeetData

type: TArray<FSlopeW...

IKFootRootBone

description: IKFoot Root Bone.

MyAnimInstanceProxy

type: FAnimInstancePr...

MyMovementComponent

type: UCharacterMovem...

MySkelMeshComponent

type: USkeletalMeshCo...

PelvisBone

description: Pelvis Bone.


bClampIKUsingFKLimits

description: Clamps the IK foot warping to prevent over-extension relative to the overall FK leg.

bCompensateIKUsingFKThighRotation

description: Include warping adjustment to the FK thigh bones alongside the IK/FK foot definitions This is used to help preserve the original overall leg shape

bDebugDrawIKFootAdjustment

description: Enable/Disable IK foot location debug drawing following initial foot adjustment.

bDebugDrawIKFootFinal

description: Enable/Disable IK foot location debug drawing following all adsjustments (Final warped result)

bDebugDrawIKFootOrigin

description: Enable/Disable IK foot location debug drawing prior to warping.

bDebugDrawPelvisAdjustment

description: Enable/Disable pelvis debug drawing following adjustment.

bDebugDrawThighAdjustment

description: Enable/Disable thigh debug drawing following adjustment.

bEnableDebugDraw

description: Enable/Disable stride warping debug drawing.

bOrientStrideDirectionUsingFloorNormal

description: Orients the specified (Manual) or computed (Graph) stride direction by the floor normal.

FloorNormalDirection

type: FWarpingVectorV...

description: Floor normal direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Up Vector: <0,0,1>

FootDefinitions

type: TArray<FStride...

description: Foot definitions specifying the IK, FK, and Thigh bone.

GravityDirection

description: Gravity direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Down Vector: <0,0,-1>

IKFootRootBone

type: FBoneReference

description: IK Foot Root Bone definition.

LocomotionSpeed

description: Locomotion speed, specifying the current speed of the character This will be used in the following equation for computing the stride scale: [StrideScale = (LocomotionSpeed / RootMotionSpeed)] Note: This speed should be relative to the delta time of the animation graph

MinRootMotionSpeedThreshold

description: Minimum root motion speed required to apply stride warping This is useful to prevent unnatural strides when the animation has a portion with no root motion (i.e starts/stops) When this value is greater than 0, it's recommended to enable interpolation in StrideScaleModifier

Mode

description: Stride warping evaluation mode (Graph or Manual)

description: Pevlis Bone definition.

PelvisIKFootSolver

type: FIKFootPelvisPu...

description: Solver for controlling how much the pelvis is "pulled down" towards the IK/FK foot definitions during leg limb extension.

StrideScale

description: Stride scale, specifying the amount of warping applied to the foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it

StrideScaleModifier

type: FInputClampCons...

description: Modifies the final stride scale value by optionally clamping and/or interpolating.


className: FCharacterData

code: struct FCharacterData

bIsOnGround

type: bool

ComponentTransformWS

type: FTransform


className: FLegInfo

code: struct FLegInfo

DistanceToSeparatingPlane

type: float


code: void Init ( const int32 InSize )


className: FDebugData

code: struct FDebugData

InputFootLocationsWS

type: TArray< FVector...

LegsInfo

type: TArray<FLegInf...


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


className: FFootPlacemenLegDefinition

BallBone

description: Secondary plant bone. For feet, use the ball joint.

DisableLockCurveName

type: FName

description: Name of the curve representing the alpha of the locking alpha.

FKFootBone

description: Bone to be planted. For feet, use the heel/ankle joint.

IKFootBone

description: TODO: can we optionally output as an attribute?

SpeedCurveName

description: Name of the curve representing the foot/ball speed. Not required in Graph speed mode.


className: FFootPlacementInterpolationSettings


className: FFootPlacementPelvisSettings

ActorMovementCompensationMode

type: EActorMovementC...

description: This is used to hold the Pelvis's interpolator in a fixed spot when the capsule moves up/down If your camera is directly attached to the character with little to no smoothing, you may want this on ComponentSpace

HeelLiftRatio

description: How much we prefer lifting the heel before dropping the hips to achieve the desired pose.

HorizontalRebalancingWeight

description: How much we move the pelvis horizontally to re-balance the characters weight due to foot offsets.

MaxOffset

description: Max vertical offset from the input pose for the Pelvis.

MaxOffsetHorizontal

description: Max horizontal foot adjustment we consider to lower the hips This can be used to prevent the hips from dropping too low when the feet are locked Exceeding this value will first attempt to roll the planted feet, and then slide

PelvisHeightMode

type: EPelvisHeightMo...


className: FFootPlacementPlantSettings

AnkleTwistReduction

description: How much we reduce the procedural ankle twist adjustment used to align the foot to the ground slope.

bAdjustHeelBeforePlanting

description: Whether to allow adjusting the heel lift before we plant.

DistanceToGround

description: At this distance from the planting plane the bone is considered planted and will be fully aligned.

LockType

type: EFootPlacementL...

MaxExtensionRatio

description: Max extension ratio of the chain, calculated from the remaining length between current pose and full limb extension.

MinExtensionRatio

description: Min extension ratio of the chain, calculated from the total limb length, and adjusted along the approach direction.

ReplantAngleRatio

description: Below this value, proportional to UnplantAngle, the bone will replant.

ReplantRadiusRatio

description: Below this value, proportional to UnplantRadius, the bone will replant.

SeparatingDistance

description: The minimum distance the feet can be from the plane that separates the feet.

SpeedThreshold

description: Bone is considered planted below this speed. Value is obtained from FKSpeedCurveName.

UnalignmentSpeedThreshold

description: Speed at which we transition to fully unplanted.

UnplantAngle

description: How much angular deviation (in degrees) causes the constraint to be released for replant.

UnplantRadius

description: How much linear deviation causes the constraint to be released.


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


className: FFootPlacementRootDefinition


className: FFootPlacementTraceSettings

bEnabled

description: Enabling tracing for ground alignment : Use ground normal when not tracing

ComplexTraceChannel

type: TEnumAsByte< ET...

description: The channel to use for our complex trace.

EndOffset

description: A positive value extends the trace length below the bone.

MaxGroundPenetration

description: How much the feet can penetrate the ground geometry.

SimpleCollisionInfluence

description: How much we align to simple vs complex collision when the foot is in flight Tracing against simple geometry (i.e. it's common for stairs to have simplified ramp collisions) can provide a smoother trajectory when the foot is in flight

SimpleTraceChannel

description: The channel to use for our simple trace.

StartOffset

description: A negative value extends the trace length above the bone.

SweepRadius

description: The trace is a sphere sweep with this radius.


className: FBoneData

description: Bone information that can be cached once per-lod change.

code: struct FBoneData

BallIndex

type: FCompactPoseBon...


className: FInputPoseData

description: Helper struct to store values coming directly, or trivial to calculate from just the input pose.

code: struct FInputPoseData

AlignmentAlpha

description: Calculated from a range of toe speeds to define when to blend in/out ground rotational alignment : When we have prediction/phase info, replac with roll-phase alpha

FootToGround

description: These are only used for debug draw at the moment : Use this info to more precisely figure out foot dimensions


className: FInterpolationData

description: Interpolation

code: struct FInterpolationData

GroundHeightSpringState

type: FFloatSpringSta...

description: Ground alignment spring states.

GroundRotationSpringState

type: FQuaternionSpri...

PlantOffsetTranslationSpringState

type: FVectorSpringSt...

description: Foot lock pring states.

UnalignedFootOffsetCS

description: Interpolated foot lock offset.


className: FPlantData

code: struct FPlantData

bCanReachTarget

description: Whether the planted/locked target has ever been reachable this plant.

bWantsToPlant

description: Whether we want to plant, independently from any dynamic pose adjustments we may do.

PlantPlaneCS

type: FPlane

TimeSinceFullyUnaligned

description: : When we have prediction/phase info, replace use-cases with post-plant roll-phase

TwistCorrection

type: FQuat


className: FLegRuntimeData

code: struct FLegRuntimeData

AlignedFootTransformWS

description: Ground-aligned, locked/unlocked bone transform pre-extension adjustments.

UnalignedFootTransformWS

description: Foot locked/unlocked bone transform, before ground alignment.


className: FBones

description: Bone IDs

code: struct FBones


description: Input pose properties

FootMidpointCS

type: FVector


description: Interpolation

PelvisTranslationOffset

description: Current pelvis offset and spring states. We use a 3d vector because this interpolates weight rebalancing too.


className: FPelvisRuntimeData

code: struct FPelvisRuntimeData

MaxOffsetSqrd

description: Settings-based properties


className: FPlantResult

description: Final result after post-adjustments (extension checks, heel lift, etc.)

code: struct FPlantResult

FootTranformCS

type: FBoneTransform


className: FPlantRuntimeSettings

code: struct FPlantRuntimeSettings


code: FSlopeWarpingFootData()


className: FSlopeWarpingFootData

description: Runtime foot data after validation, we guarantee these bones to exist

FootDefinitionPtr

type: FSlopeWarpingFo...

IKFootTransform

type: FTransform


code: FSlopeWarpingFootDefinition()


className: FSlopeWarpingFootDefinition

description: Per foot definitions

FKFootBone

type: FBoneReference

FootSize

type: float


className: FStrideWarpingFootDefinition

description: Foot definition specifying the IK/FK foot bones and Thigh bone.

FKFootBone

description: FK driven foot bone.

IKFootBone

description: IK driven foot bone.

ThighBone

description: Thigh bone, representing the end of the leg chain prior to reaching the Pelvis Bone.


code: namespace UE { namespace Anim { namespace FootPlacement { enum EPlantType { Unplanted, Planted, Replanted, } } } }


className: IAnimationWarpingRuntimeModule

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


className: DecoratorConstructorFunc

description: A function pointer to a shim to construct a decorator into the desired memory location When called with a nullptr DestPtr, the function returns nullptr and only populates the memory description output argument. This allows the caller to determine how much space to reserve and how to properly align it. This is similar in spirit to various Windows SDK functions.

module: AnimNext

code: typedef [FDecorator](API\Plugins\AnimNext\DecoratorBase\FDecorator) *(*)(void *DestPtr, [FDecoratorMemoryLayout](API\Plugins\AnimNext\DecoratorBase\FDecoratorMemoryLayout) &MemoryDesc) DecoratorConstructorFunc


className: DecoratorUID

description: FDecoratorimpl

code: static constexpr [UE::AnimNext::FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) DecoratorUID = UE::AnimNext::FDecoratorUID(TEXT("FAdditiveDecorator"), 0x7ab3732a );


description: Returns the decorator mode.

code: virtual [EDecoratorMode](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EDecoratorMode) GetDecoratorMode() const


description: Returns the globally unique UID for this decorator.

code: virtual [UE::AnimNext::FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) GetDecoratorUID() const


className: FAdditiveDecorator

description: Base class for additive decorators that override behavior of other decorators.

code: struct FAdditiveDecorator : public [UE::AnimNext::FDecorator](API\Plugins\AnimNext\DecoratorBase\FDecorator)


description: Bottom 24 bits are used by the node shared offset while the top 8 bits by the decorator index.

code: static constexpr uint32 DECORATOR_SHIFT = 24;


description: Returns the decorator index.

code: uint32 GetDecoratorIndex() const


description: Returns a handle to the node in the shared data segment.


code: static constexpr uint32 INVALID_SHARED_OFFSET_VALUE = SHARED_OFFSET_MASK;


description: Returns true if this decorator handle is valid, false otherwise.

code: bool IsValid() const


code: static constexpr uint32 SHARED_OFFSET_MASK = ~0u >> (32 - DECORATOR_SHIFT);


description: Creates a decorator handle pointing to the first decorator of the specified node.

code: FAnimNextDecoratorHandle ( [UE::AnimNext::FNodeHandle](API\Plugins\AnimNext\DecoratorBase\FNodeHandle) NodeHandle )


description: Creates a decorator handle pointing to the specified decorator on the specified node.

code: FAnimNextDecoratorHandle ( [UE::AnimNext::FNodeHandle](API\Plugins\AnimNext\DecoratorBase\FNodeHandle) NodeHandle, uint32 DecoratorIndex_ )


description: Creates an invalid decorator handle.

code: FAnimNextDecoratorHandle()


className: FAnimNextDecoratorHandle

description: FNodeDescription


className: FAnimNextDecoratorSharedData

description: FNodeDescription


description: FDecoratorimpl

code: static constexpr [UE::AnimNext::FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) DecoratorUID = UE::AnimNext::FDecoratorUID(TEXT("FBaseDecorator"), 0xd23dcf79 );


className: FBaseDecorator

description: Base class for base decorators that are standalone.

code: struct FBaseDecorator : public [UE::AnimNext::FDecorator](API\Plugins\AnimNext\DecoratorBase\FDecorator)


description: Called when a new instance of the decorator is created or destroyed Derived types must override this and forward to the instance data constructor/destructor

code: void ConstructDecoratorInstance ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) DecoratorPtr, const [FAnimNextDecoratorSharedData](API\Plugins\AnimNext\DecoratorBase\FAnimNextDecoratorSharedData) & DecoratorDesc, [FDecoratorInstanceData](API\Plugins\AnimNext\DecoratorBase\FDecoratorInstanceData) & DecoratorInstance ) const


description: The globally unique UID for this decorator Derived types will have their own DecoratorUID member that hides/aliases/shadows this one

code: static constexpr [FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) DecoratorUID = FDecoratorUID(TEXT("FDecorator"), 0x4fc735a2);


code: void DestructDecoratorInstance ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) DecoratorPtr, const [FAnimNextDecoratorSharedData](API\Plugins\AnimNext\DecoratorBase\FAnimNextDecoratorSharedData) & DecoratorDesc, [FDecoratorInstanceData](API\Plugins\AnimNext\DecoratorBase\FDecoratorInstanceData) & DecoratorInstance ) const


className: FSharedData

description: Empty shared/instance data types Derived types must define an alias for these


description: Returns a pointer to the specified interface if it is supported. Derived types must override this.

code: virtual const [IDecoratorInterface](API\Plugins\AnimNext\DecoratorBase\IDecoratorInterface) * GetDecoratorInterface ( [FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) InterfaceUID ) const


description: Returns the memory requirements of the derived decorator instance.


description: Returns theUScriptStructassociated with the shared data for the decorator.

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


description: Returns the decorator mode.


code: virtual [FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) GetDecoratorUID() const


description: Takes the editor properties as authored in the graph and converts them into an instance of theFAnimNextDecoratorSharedDataderived type using UE reflection. Decorators can override this function to control how editor only properties are coerced into the runtime shared data instance.

code: virtual void SaveDecoratorSharedData ( FDecoratorWriter & Writer, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & Properties, [FAnimNextDecoratorSharedData](API\Plugins\AnimNext\DecoratorBase\FAnimNextDecoratorSharedData) & OutSharedData ) const


description: Called to serialize decorator shared data.

code: virtual void SerializeDecoratorSharedData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FAnimNextDecoratorSharedData](API\Plugins\AnimNext\DecoratorBase\FAnimNextDecoratorSharedData) & SharedData ) const


description: Returns the decorator pointer we are bound to.


className: FDecorator

description: Decorators can have shared read-only data that all instances of a graph can use (e.g. hard-coded properties). Shared data must derive fromFAnimNextDecoratorSharedData. Decorators can have instance data (e.g. blend weight). Instance data must derive fromFDecoratorInstanceData.

code: struct FDecorator


description: Queries a node for a pointer to its decorator instance data. If the decorator handle is invalid, a null pointer is returned.

code: template<class InstanceDataType> InstanceDataType * GetInstanceData() const


description: Performs a naked cast to the desired interface type.

code: template<class DecoratorInterfaceType> const DecoratorInterfaceType * GetInterfaceTyped() const


description: Returns the decorator interface UID when bound, an invalid UID otherwise.


description: Queries a node for a pointer to its decorator shared data. If the decorator handle is invalid, a null pointer is returned.

code: template<class SharedDataType> const SharedDataType * GetSharedData() const


description: Equality and inequality tests.

code: bool operator== ( const [FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding) & RHS ) const


code: bool operator!= ( const [FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding) & RHS ) const


description: Creates an empty binding.

code: FDecoratorBinding()


description: Creates a valid binding.

code: FDecoratorBinding ( const [IDecoratorInterface](API\Plugins\AnimNext\DecoratorBase\IDecoratorInterface) * Interface_, const [FAnimNextDecoratorSharedData](API\Plugins\AnimNext\DecoratorBase\FAnimNextDecoratorSharedData) * SharedData_, [FDecoratorInstanceData](API\Plugins\AnimNext\DecoratorBase\FDecoratorInstanceData) * InstanceData_, [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) DecoratorPtr_ )


description: Called after the constructor has been called when a new instance is created. This is called after the default constructor. You can override this function by adding a new one with the same name on your derived type. You can also specialize theFAnimNextDecoratorSharedDatawith the derived version as long as the reference can coerce to 'constFAnimNextDecoratorSharedData&'. Decorators are constructed from the bottom to the top.

code: void Construct ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) DecoratorPtr, const [FAnimNextDecoratorSharedData](API\Plugins\AnimNext\DecoratorBase\FAnimNextDecoratorSharedData) & DecoratorDesc )


description: Called before the destructor has been called when an instance is destroyed. This is called before the default destructor. You can override this function by adding a new one with the same name on your derived type. You can also specialize theFAnimNextDecoratorSharedDatawith the derived version as long as the reference can coerce to 'constFAnimNextDecoratorSharedData&'. Decorators are destructed from the top to the bottom.

code: void Destruct ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) DecoratorPtr, const [FAnimNextDecoratorSharedData](API\Plugins\AnimNext\DecoratorBase\FAnimNextDecoratorSharedData) & DecoratorDesc )


className: FDecoratorInstanceData

description: FNodeInstance

code: struct FDecoratorInstanceData


description: Returns a literal string to the interface name.

code: constexpr const TCHAR * GetInterfaceName() const


className: FDecoratorBinding

description: Base class for all decorator bindings. A decorator binding contains untyped data about a specific decorator instance.

code: struct FDecoratorBinding

DecoratorPtr

type: FWeakDecoratorP...

InstanceData

type: FDecoratorInsta...

Interface

type: constIDecorato...

SharedData

type: constFAnimNext...


description: Returns the interface global UID.

code: constexpr uint32 GetUID() const


description: Returns whether this UID is valid or not.

code: constexpr bool IsValid() const


description: Compares for equality and inequality.

code: constexpr bool operator== ( [FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) RHS ) const


code: constexpr bool operator!= ( [FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) RHS ) const


description: Constructs an invalid UID.

code: constexpr FDecoratorInterfaceUID()


description: Constructs an interface UID.

code: constexpr FDecoratorInterfaceUID ( const TCHAR * InterfaceName_, uint32 UID_ )


className: FDecoratorInterfaceUID

description: The whole struct is meant to be 'constexpr' to allow inlining in interface queries.

code: struct FDecoratorInterfaceUID


className: FDecoratorMemoryLayout

description: Encapsulates size/alignment details for a decorator.

code: struct FDecoratorMemoryLayout

DecoratorAlignment

description: The alignment in bytes of an instance of the decorator class which derives fromFDecorator.

DecoratorSize

description: The size in bytes of an instance of the decorator class which derives fromFDecorator.

InstanceDataAlignment

description: The alignment in bytes of the instance data for the decorator.

InstanceDataSize

description: The size in bytes of the instance data for the decorator.

SharedDataAlignment

description: The alignment in bytes of the shared data for the decorator.

SharedDataSize

description: The size in bytes of the shared data for the decorator.


className: EFlags

description: Various flags stored in the pointer alignment bits, assumes an alignment of at least 4 bytes.

code: enum EFlags { IS_WEAK_BIT = 0x01, FLAGS_MASK = 0x03, }


description: Returns the decorator index this pointer handle references.

code: constexpr uint32 GetDecoratorIndex() const


description: Returns true when the pointer is valid, false otherwise.


description: Returns a pointer to the node instance.

code: [FNodeInstance](API\Plugins\AnimNext\DecoratorBase\FNodeInstance) * GetNodeInstance() const


description: Returns true if this pointer handle is weak, false otherwise.

code: constexpr bool IsWeak() const


code: [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) & operator= ( const [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) & DecoratorPtr )


code: [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) & operator= ( [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) && DecoratorPtr )


description: Equality and inequality tests.

code: bool operator== ( const [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) & RHS ) const


code: bool operator== ( const [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) & RHS ) const


code: bool operator!= ( const [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) & RHS ) const


code: bool operator!= ( const [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) & RHS ) const


description: Clears the handle and renders it invalid.

code: void Reset()


description: Constructs an invalid pointer handle.

code: constexpr FDecoratorPtr()


code: FDecoratorPtr ( const [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) & DecoratorPtr )


code: FDecoratorPtr ( [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) && DecoratorPtr )


description: Constructs a pointer handle to the provided instance.

code: FDecoratorPtr ( [FNodeInstance](API\Plugins\AnimNext\DecoratorBase\FNodeInstance) * NodeInstance, uint32 DecoratorIndex_ )


code: FDecoratorPtr &40; FNodeInstance &42; NodeInstance, EFlags Flags, uint32 DecoratorIndex_ &41;


description: Returns the dynamic array index for this handle when valid, otherwise INDEX_NONE.

code: int32 GetDynamicIndex() const


className: FDecoratorPtr

description: FDecoratorInstanceData

code: struct FDecoratorPtr


description: Returns the static buffer offset for this handle when valid, otherwise INDEX_NONE.

code: int32 GetStaticOffset() const


description: Returns whether or not this handle is valid and points to a dynamic decorator.

code: bool IsDynamic() const


description: Returns whether or not this handle is valid and points to a static decorator.

code: bool IsStatic() const


description: Returns whether or not this handle points to a valid decorator.

code: bool IsValid() const


description: Compares for equality and inequality.

code: bool operator== ( [FDecoratorRegistryHandle](API\Plugins\AnimNext\DecoratorBase\FDecoratorRegistryHandle) RHS ) const


code: bool operator!= ( [FDecoratorRegistryHandle](API\Plugins\AnimNext\DecoratorBase\FDecoratorRegistryHandle) RHS ) const


description: Default constructed handles are invalid.

code: FDecoratorRegistryHandle()


code: FDecoratorRegistryHandle &40; int16 HandleValue_ &41;


className: FDecoratorRegistryHandle

description: Encapsulates a value used as a handle in the decorator registry. When valid, it can be used to retrieve a pointer to the corresponding decorator.

code: struct FDecoratorRegistryHandle


code: FDecoratorStaticInitHook ( [DecoratorConstructorFunc](API\Plugins\AnimNext\DecoratorBase\DecoratorConstructorFunc) DecoratorConstructor_ )


className: FDecoratorStaticInitHook

description: Allows decorators to automatically register/unregister within the current scope. This can be used during static init.

code: struct FDecoratorStaticInitHook


description: Returns a literal string to the interface name.

code: constexpr const TCHAR * GetDecoratorName() const


description: Constructs an invalid UID.

code: constexpr FDecoratorUID()


description: Returns the decorator global UID.

code: constexpr uint32 GetUID() const


description: Constructs a decorator UID.

code: constexpr FDecoratorUID ( const TCHAR * DecoratorName_, uint32 UID_ )


description: Allocates a new node instance from a decorator handle If the desired decorator lives in the current parent, a weak handle to it will be returned


className: FDecoratorUID

description: The whole struct is meant to be 'constexpr' to allow inlining.

code: struct FDecoratorUID


code: [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) AllocateNodeInstance ( const [FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding) & ParentBinding, [FAnimNextDecoratorHandle](API\Plugins\AnimNext\DecoratorBase\FAnimNextDecoratorHandle) ChildDecoratorHandle )


description: If no such decorator exists, nullptr is returned.

code: template<class DecoratorInterface> bool GetInterface ( [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) DecoratorPtr, [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< DecoratorInterface > & InterfaceBinding ) const


code: template<class DecoratorInterface> bool GetInterface ( const [FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding) & Binding, [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< DecoratorInterface > & InterfaceBinding ) const


description: Returns whether this UID is valid or not.

code: constexpr bool IsValid() const


code: template<class DecoratorInterface> bool GetInterfaceSuper ( [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) DecoratorPtr, [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< DecoratorInterface > & SuperBinding ) const


code: template<class DecoratorInterface> bool GetInterfaceSuper ( const [FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding) & Binding, [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< DecoratorInterface > & SuperBinding ) const


description: Returns the current strongly typed traversal context or nullptr if not in a traversal.

code: template<class TraversalContextType> TraversalContextType & GetTraversalContext() const


description: Releases a node instance that is no longer referenced.

code: void ReleaseNodeInstance ( [FNodeInstance](API\Plugins\AnimNext\DecoratorBase\FNodeInstance) * Node )


description: Creates an execution context for the specified graph.

code: FExecutionContext ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > GraphSharedData )


code: FExecutionContext &40; const FExecutionContext & &41;


code: FExecutionContext &40; FExecutionContext && &41;


description: Destroys the execution context.

code: ~FExecutionContext()


className: FExecutionContext

description: The execution context holds internal state during traversals of the animation graph.

code: struct FExecutionContext


description: Returns the handle of the node's template in the node template registry.


description: Returns the node UID, unique to the owning sub-graph.

code: uint32 GetUID() const


description: The maximum number of nodes allowed within a single graph We use 16 bits to represent node UIDs

code: static constexpr uint32 MAXIMUM_COUNT = std::numeric_limits<uint16>::max();


description: Largest allowed size for a node description Graphs are currently limited to 64 KB because we use 16 bit offsets within our node/decorator handles We have no particular limit on the node size besides the graph limit (for now)

code: static constexpr uint32 MAXIMUM_SIZE = 64 * 1024;


description: Serializes this node description instance and the shared data of each decorator that follows.

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


code: FNodeDescription ( uint16 UID_, [FNodeTemplateRegistryHandle](API\Plugins\AnimNext\DecoratorBase\FNodeTemplateRegistryHandle) TemplateHandle_ )


className: FNodeDescription

description: FNodeTemplate

code: struct FNodeDescription


description: Returns the offset into the shared data relative to the root of the owning sub-graph.

code: uint32 GetSharedOffset() const


description: We pack the shared offset on 24 bits, the top 8 bits are truncated.

code: static constexpr uint32 INVALID_SHARED_OFFSET_VALUE = ~0u >> (32 - 24);


description: Returns true if this node handle is valid, false otherwise.

code: bool IsValid() const


description: Equality and inequality tests.

code: bool operator== ( [FNodeHandle](API\Plugins\AnimNext\DecoratorBase\FNodeHandle) RHS ) const


code: bool operator!= ( [FNodeHandle](API\Plugins\AnimNext\DecoratorBase\FNodeHandle) RHS ) const


description: Creates an invalid node handle.

code: FNodeHandle()


description: Creates a node handle for the specified shared offset.

code: FNodeHandle ( uint32 SharedOffset_ )


className: FNodeHandle

description: FNodeDescription

code: struct FNodeHandle


description: Returns a handle to the shared data for this node.


code: [FNodeInstance](API\Plugins\AnimNext\DecoratorBase\FNodeInstance) & operator= ( const [FNodeInstance](API\Plugins\AnimNext\DecoratorBase\FNodeInstance) & )


description: Returns the number of live references to this node instance, does not include weak handles.

code: uint32 GetReferenceCount() const


description: Returns whether the node instance is valid or not.


code: FNodeInstance ( const [FNodeInstance](API\Plugins\AnimNext\DecoratorBase\FNodeInstance) & )


code: FNodeInstance &40; FNodeHandle NodeHandle &41;


className: FNodeInstance

description: FDecoratorTemplate

code: struct FNodeInstance


description: Returns the template offset for this handle when valid, otherwise INDEX_NONE.

code: int32 GetTemplateOffset() const


description: Returns whether or not this handle points to a valid node template.


description: Compares for equality and inequality.

code: bool operator== ( [FNodeTemplateRegistryHandle](API\Plugins\AnimNext\DecoratorBase\FNodeTemplateRegistryHandle) RHS ) const


code: bool operator!= ( [FNodeTemplateRegistryHandle](API\Plugins\AnimNext\DecoratorBase\FNodeTemplateRegistryHandle) RHS ) const


description: Default constructed handles are invalid.

code: FNodeTemplateRegistryHandle()


code: FNodeTemplateRegistryHandle &40; int16 TemplateOffset_ &41;


className: FNodeTemplateRegistryHandle

description: Encapsulates a value used as a handle in the node template registry. When valid, it can be used to retrieve a pointer to the corresponding node template.

code: struct FNodeTemplateRegistryHandle


code: [FScopedTraversalContext](API\Plugins\AnimNext\DecoratorBase\FScopedTraversalContext) & operator= ( const [FScopedTraversalContext](API\Plugins\AnimNext\DecoratorBase\FScopedTraversalContext) & )


code: FScopedTraversalContext ( const [FScopedTraversalContext](API\Plugins\AnimNext\DecoratorBase\FScopedTraversalContext) & )


code: FScopedTraversalContext ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & ExecutionContext, [ITraversalContext](API\Plugins\AnimNext\DecoratorBase\ITraversalContext) & TraversalContext )


className: FScopedTraversalContext

description: FExecutionContext

code: struct FScopedTraversalContext


description: Returns the decorator index this pointer handle references.

code: constexpr uint32 GetDecoratorIndex() const


description: Returns a pointer to the node instance.

code: constexpr [FNodeInstance](API\Plugins\AnimNext\DecoratorBase\FNodeInstance) * GetNodeInstance() const


description: Returns true when the pointer is valid, false otherwise.

code: constexpr bool IsValid() const


description: Equality and inequality tests.

code: bool operator== ( const [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) & RHS ) const


code: bool operator== ( const [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) & RHS ) const


code: bool operator!= ( const [FWeakDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FWeakDecoratorPtr) & RHS ) const


code: bool operator!= ( const [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) & RHS ) const


description: Clears the handle and renders it invalid.

code: void Reset()


description: Constructs an invalid weak pointer handle.

code: constexpr FWeakDecoratorPtr()


description: Constructs a weak pointer handle from a shared pointer handle.

code: FWeakDecoratorPtr ( const [FDecoratorPtr](API\Plugins\AnimNext\DecoratorBase\FDecoratorPtr) & DecoratorPtr )


code: FWeakDecoratorPtr ( [FNodeInstance](API\Plugins\AnimNext\DecoratorBase\FNodeInstance) * NodeInstance_, uint32 DecoratorIndex_ )


className: FWeakDecoratorPtr

description: FDecoratorPtr

code: struct FWeakDecoratorPtr


code: virtual [FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) GetInterfaceUID() const


className: InterfaceUID

description: Derived types will have their own InterfaceUID member that hides/aliases/shadows this one.

code: static constexpr [FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) InterfaceUID = FDecoratorInterfaceUID(TEXT("IDecoratorInterface"), 0x402f6df4);


className: IDecoratorInterface

description: Base type for all decorator interfaces. Used for type safety.

code: struct IDecoratorInterface


className: TDecoratorBinding

description: IHierarchy

code: template<class DecoratorInterfaceType> struct TDecoratorBinding


className: ITraversalContext

description: FExecutionContext

code: struct ITraversalContext


description: Describes how a decorator behaves once attached to an animation node.

code: namespace UE { namespace AnimNext { enum EDecoratorMode { Base, Additive, } } }


description: Flags to control what to compute when evaluating an animation node.

code: namespace UE { namespace AnimNext { enum EEvaluationFlags { None = 0x00, Trajectory = 0x01, Pose = 0x02, Curves = 0x04, Attributes = 0x08, All = 0xff, } } }


description: Compares for equality and inequality.

code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator== ( [FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) LHS, [FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) RHS ) } }


code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator== ( [FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) LHS, uint32 RHS ) } }


code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator== ( uint32 LHS, [FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) RHS ) } }


code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator!= ( [FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) LHS, [FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) RHS ) } }


code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator!= ( [FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) LHS, uint32 RHS ) } }


code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator!= ( uint32 LHS, [FDecoratorUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorUID) RHS ) } }


code: namespace UE { namespace AnimNext { [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) & UE::AnimNext::operator&= ( [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) & Lhs, [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) Rhs ) } }


code: namespace UE { namespace AnimNext { [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) & UE::AnimNext::operator^= ( [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) & Lhs, [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) UE::AnimNext::operator& ( [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) Lhs, [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) UE::AnimNext::operator^ ( [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) Lhs, [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator! ( [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) E ) } }


code: namespace UE { namespace AnimNext { constexpr [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) UE::AnimNext::operator~ ( [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) E ) } }


code: FEvaluateTraversalContext ( [EEvaluationFlags](API\Plugins\AnimNext\DecoratorBase\UE__AnimNext__EEvaluationFlags) EvaluationFlags_ )


className: FEvaluateTraversalContext

description: Contains all relevant transient data for an evaluate traversal.

code: struct FEvaluateTraversalContext : public [UE::AnimNext::ITraversalContext](API\Plugins\AnimNext\DecoratorBase\ITraversalContext)


className: FPoseContainer

description: TODO: Hook up our real pose container.

code: struct FPoseContainer


className: FUpdateTraversalContext

description: Contains all relevant transient data for an update traversal.

code: struct FUpdateTraversalContext : public [UE::AnimNext::ITraversalContext](API\Plugins\AnimNext\DecoratorBase\ITraversalContext)


description: Called after a decorator's children have been evaluated.

code: virtual void PostEvaluate ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [IEvaluate](API\Plugins\AnimNext\DecoratorInterfaces\IEvaluate) > & Binding ) const


description: Globally unique UID for this interface

code: static constexpr [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) InterfaceUID = UE::AnimNext::FDecoratorInterfaceUID(TEXT("IEvaluate"), 0xa303e9e7 );


description: Called before a decorator's children are evaluated.

code: virtual void PreEvaluate ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [IEvaluate](API\Plugins\AnimNext\DecoratorInterfaces\IEvaluate) > & Binding ) const


className: IEvaluate

description: EEvaluationFlags

code: struct IEvaluate : public [UE::AnimNext::IDecoratorInterface](API\Plugins\AnimNext\DecoratorBase\IDecoratorInterface)


description: Appends weak handles to any children we wish to traverse. Decorators are responsible for allocating and releasing child instance data.

code: virtual void GetChildren ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [IHierarchy](API\Plugins\AnimNext\DecoratorInterfaces\IHierarchy) > & Binding, [FChildrenArray](API\Plugins\AnimNext\DecoratorInterfaces\FChildrenArray) & Children ) const


description: Globally unique UID for this interface

code: static constexpr [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) InterfaceUID = UE::AnimNext::FDecoratorInterfaceUID(TEXT("IHierarchy"), 0x846d8a37 );


className: IHierarchy

description: This interface exposes hierarchy traversal information to navigate the graph.

code: struct IHierarchy : public [UE::AnimNext::IDecoratorInterface](API\Plugins\AnimNext\DecoratorBase\IDecoratorInterface)


description: Returns the play rate of this timeline.

code: virtual double GetPlayRate ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [ITimeline](API\Plugins\AnimNext\DecoratorInterfaces\ITimeline) > & Binding ) const


description: Globally unique UID for this interface

code: static constexpr [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) InterfaceUID = UE::AnimNext::FDecoratorInterfaceUID(TEXT("ITimeline"), 0x53760727 );


className: ITimeline

description: This interface exposes timeline related information.

code: struct ITimeline : public [UE::AnimNext::IDecoratorInterface](API\Plugins\AnimNext\DecoratorBase\IDecoratorInterface)


description: Globally unique UID for this interface

code: static constexpr [UE::AnimNext::FDecoratorInterfaceUID](API\Plugins\AnimNext\DecoratorBase\FDecoratorInterfaceUID) InterfaceUID = UE::AnimNext::FDecoratorInterfaceUID(TEXT("IUpdate"), 0x59d24dc5 );


description: Called after a decorator's children have been updated.

code: virtual void PostUpdate ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [IUpdate](API\Plugins\AnimNext\DecoratorInterfaces\IUpdate) > & Binding ) const


description: Called before a decorator's children are updated.

code: virtual void PreUpdate ( [FExecutionContext](API\Plugins\AnimNext\DecoratorBase\FExecutionContext) & Context, const [TDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\TDecoratorBinding)< [IUpdate](API\Plugins\AnimNext\DecoratorInterfaces\IUpdate) > & Binding ) const


className: IUpdate

description: When a node is decorator is visited, PreUpdate is first called on it. It is responsible for forwarding the call to the next decorator that implements this interface on the decorator stack of the node. Once all decorators have had the chance to PreUpdate, the children of the decorator are queried through theIHierarchyinterface. The children will then evaluate and PostUpdate will then be called afterwards on the original decorator.

code: struct IUpdate : public [UE::AnimNext::IDecoratorInterface](API\Plugins\AnimNext\DecoratorBase\IDecoratorInterface)


code: const IEvaluate &42; GetInterface&40;&41; const


description: IEvaluate::PostEvaluate

code: void PostEvaluate &40; FExecutionContext & Context &41; const


description: IEvaluate::PreEvaluate

code: void PreEvaluate &40; FExecutionContext & Context &41; const


description: IHierarchy::GetChildren

code: void GetChildren &40; FExecutionContext & Context, FChildrenArray & Children &41; const


className: TDecoratorBinding< IEvaluate >

description: Specialization for decorator binding.

code: template<> struct TDecoratorBinding< IEvaluate > : public [UE::AnimNext::FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding)


code: const IHierarchy &42; GetInterface&40;&41; const


className: TDecoratorBinding< IHierarchy >

description: Specialization for decorator binding.

code: template<> struct TDecoratorBinding< IHierarchy > : public [UE::AnimNext::FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding)


code: const ITimeline &42; GetInterface&40;&41; const


description: ITimeline::GetPlayRate

code: double GetPlayRate &40; FExecutionContext & Context &41; const


className: TDecoratorBinding< ITimeline >

description: Specialization for decorator binding.

code: template<> struct TDecoratorBinding< ITimeline > : public [UE::AnimNext::FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding)


description: IUpdate::PostUpdate

code: void PostUpdate &40; FExecutionContext & Context &41; const


code: const IUpdate &42; GetInterface&40;&41; const


className: TDecoratorBinding< IUpdate >::PreUpdate

description: IUpdate::PreUpdate

code: void PreUpdate &40; FExecutionContext & Context &41; const


className: TDecoratorBinding< IUpdate >

description: Specialization for decorator binding.

code: template<> struct TDecoratorBinding< IUpdate > : public [UE::AnimNext::FDecoratorBinding](API\Plugins\AnimNext\DecoratorBase\FDecoratorBinding)


code: FAllocatedBlock &40; const FAllocatedBlock & Other &41;


code: FAllocatedBlock &40; FAllocatedBlock && Other &41;


code: FAllocatedBlock ( void * InMemory, int32 InNumElem, [FParamTypeHandle](API\Plugins\AnimNext\Param\FParamTypeHandle) InTypeHandle )


className: FAllocatedBlock

code: struct FAllocatedBlock

Memory

type: void *

TypeHandle

type: FParamTypeHandl...


className: FAnimNextReferencePose

description: USTRUCT wrapper for reference pose.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimNextReferencePose : public [UE::AnimNext::TReferencePose< FDefaultAllocator >](API\Plugins\AnimNext\TReferencePose)


description: Access the parameter stack, cached on construction.

code: [FParamStack](API\Plugins\AnimNext\Param\FParamStack) & GetMutableParamStack() const


code: const [FParamStack](API\Plugins\AnimNext\Param\FParamStack) & GetParamStack() const


code: [FContext](API\Plugins\AnimNext\FContext) & operator= ( const [FContext](API\Plugins\AnimNext\FContext) & )


code: [FContext](API\Plugins\AnimNext\FContext) & operator= ( [FContext](API\Plugins\AnimNext\FContext) && Other )


className: FAnimNextLODPose

description: USTRUCT wrapper for LOD pose.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimNextLODPose : public [UE::AnimNext::TLODPose< FDefaultAllocator >](API\Plugins\AnimNext\TLODPose)


code: FContext ( const [FContext](API\Plugins\AnimNext\FContext) & Other )


code: FContext ( [FContext](API\Plugins\AnimNext\FContext) && Other )


className: FContext

description: Context providing methods for mutating & interrogating the anim interface runtime.

code: struct FContext


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> [TArrayView](API\Runtime\Core\Containers\TArrayView)< [DataType](API\Plugins\OptimusCore\DataType) > AsArrayView()


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> [TArrayView](API\Runtime\Core\Containers\TArrayView)< [DataType](API\Plugins\OptimusCore\DataType) > AsArrayView() const


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> [DataType](API\Plugins\OptimusCore\DataType) * GetPtr()


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> const [DataType](API\Plugins\OptimusCore\DataType) * GetPtr() const


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> const [DataType](API\Plugins\OptimusCore\DataType) & GetRef() const


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> [DataType](API\Plugins\OptimusCore\DataType) & GetRef()


code: [FDataHandle](API\Plugins\AnimNext\FDataHandle) & operator= ( const [FDataHandle](API\Plugins\AnimNext\FDataHandle) & Other )


code: [FDataHandle](API\Plugins\AnimNext\FDataHandle) & operator= ( [FDataHandle](API\Plugins\AnimNext\FDataHandle) && Other )


code: FDataHandle ( [Private::FAllocatedBlock](API\Plugins\AnimNext\FAllocatedBlock) * InAllocatedBlock )


code: FDataHandle ( const [FDataHandle](API\Plugins\AnimNext\FDataHandle) & Other )


code: FDataHandle ( [FDataHandle](API\Plugins\AnimNext\FDataHandle) && Other )


description: Allocates memory for a type, initialized with the default constructor (with optional passed arguments) Returns a refcounted animation data handle Allocated memory will be released once the refcount reaches 0

code: template<typename [DataType](API\Plugins\OptimusCore\DataType), typename... ArgTypes> [FDataHandle](API\Plugins\AnimNext\FDataHandle) AllocateData ( const int32 NumElements, ArgTypes &&... Args )


className: DestroyFnSignature

code: typedef void(* DestroyFnSignature


code: static constexpr int32 DEFAULT_BLOCK_SIZE = 32;


description: Access the global registry.

code: static [FDataRegistry](API\Plugins\AnimNext\FDataRegistry) * Get()


description: Returns a ref counted handle to the refence pose of the given skeletal mesh component.

code: [FDataHandle](API\Plugins\AnimNext\FDataHandle) GetOrGenerateReferencePose ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent )


description: Obtains the data hanle for the passed Id, if it exists. If there is no anim data handle registered, the handle IsValid will be false

code: [FDataHandle](API\Plugins\AnimNext\FDataHandle) GetRegisteredData ( const [FName](API\Runtime\Core\UObject\FName) & Id ) const


description: Allocates uninitialized memory for a type (leaving the initialization to the caller) Returns a refcounted animation data handle Allocated memory will be released once the refcount reaches 0

code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> [FDataHandle](API\Plugins\AnimNext\FDataHandle) PreAllocateMemory ( const int32 NumElements )


description: Registers an anim data handle with arbitrary data using anFNameNote that AnimDataHandles are refcounted, so this makes them permanent until unregistered

code: void RegisterData ( const [FName](API\Runtime\Core\UObject\FName) & Id, const [FDataHandle](API\Plugins\AnimNext\FDataHandle) & AnimationDataHandle )


description: Registers a type and sets the desired preallocation block size If a type is allocated without registering, a default block size of 32 will be used

code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> void RegisterDataType ( int32 AllocationBlockSize )


description: Generates and registers a reference pose for the SkeletalMesh asset of the SkeletalMeshComponent and modifies it with the additional required bones or the visibility state of the bones of the SkeletalMeshComponent

code: [FDataHandle](API\Plugins\AnimNext\FDataHandle) RegisterReferencePose ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent )


description: Removes a previously registered reference pose for the given SkeletalMeshComponent.

code: void RemoveReferencePose ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent )


description: Unregisters a previously registered anim data handle.

code: void UnregisterData ( const [FName](API\Runtime\Core\UObject\FName) & Id )


className: FDataRegistry

description: Global registry of animation data Holds ref counted data that gets released when the last DataHandle of that element goes out of scope Calling public functions from multiple threads is expected. Data races are guarded by a FRWLock. TODO : Memory management will have to be implemented to avoid fragmentation and performance reasons

code: class FDataRegistry


description: Decompress and retarget animation data using provided RetargetTransforms.

code: static void DecompressPose ( [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData, const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & CompressedData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompressionContext, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RetargetTransforms, const [FRootMotionReset](API\Runtime\Engine\Animation\FRootMotionReset) & RootMotionReset )


description: Decompress and retarget animation data.

code: static void DecompressPose ( [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData, const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & CompressedData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompressionContext, [FName](API\Runtime\Core\UObject\FName) RetargetSource, const [FRootMotionReset](API\Runtime\Engine\Animation\FRootMotionReset) & RootMotionReset )


description: Extracted fromUAnimSequenceExtracts Animation Data from the provided AnimSequence, using AnimExtractContext extraction parameters

code: static void GetAnimationPose ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext )


description: Get Bone Transform of the Time given, relative to Parent for all RequiredBones This returns different transform based on additive or not. Or what kind of additive.

code: static void GetBonePose ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData, bool bForceUseRawData )


code: static void GetBonePose_Additive ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData )


code: static void RetargetBoneTransform ( const [FReferencePose](API\Plugins\AnimNext\FReferencePose) & ReferencePose, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SourceSkeleton, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * TargetSkeleton, const [FName](API\Runtime\Core\UObject\FName) & RetargetSource, FTransform & BoneTransform, const int32 SkeletonBoneIndex, const int32 LODBoneIndex, const bool bIsBakedAdditive, const bool bDisableRetargeting )


code: static void GetBonePose_AdditiveMeshRotationOnly ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FLODPose](API\Plugins\AnimNext\FLODPose) & OutAnimationPoseData )


code: static void RetargetBoneTransform ( const [FReferencePose](API\Plugins\AnimNext\FReferencePose) & ReferencePose, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SourceSkeleton, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * TargetSkeleton, const [FName](API\Runtime\Core\UObject\FName) & SourceName, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RetargetTransforms, FTransform & BoneTransform, const int32 SkeletonBoneIndex, const int32 LODBoneIndex, const bool bIsBakedAdditive, const bool bDisableRetargeting )


className: FGenerationLODData

code: struct FGenerationLODData

ExcludedBones

type: TArray< FBoneIn...


className: FDecompressionTools

code: class FDecompressionTools


description: Calculate the bone indexes difference from LOD0 for LODIndex.

code: static void CalculateDifferenceFromParentLOD ( int32 LODIndex, [TArray](API\Runtime\Core\Containers\TArray)< [FGenerationLODData](API\Plugins\AnimNext\FGenerationLODData) > & GenerationLODData )


description: For each LOD : Check the excluded bones in LOD(N) contain all the bones excluded in LOD(N-1)

code: static bool CheckExcludedBones ( const int32 NumLODs, const [TArray](API\Runtime\Core\Containers\TArray)< [FGenerationLODData](API\Plugins\AnimNext\FGenerationLODData) > & GenerationLODData, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


code: static void GenerateLODData ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 StartLOD, const int32 NumLODs, const [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) > & LODRenderData, const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & RequiredBones_LOD0, [TArray](API\Runtime\Core\Containers\TArray)< [FGenerationLODData](API\Plugins\AnimNext\FGenerationLODData) > & GenerationLODData, [TArray](API\Runtime\Core\Containers\TArray)< [FGenerationLODData](API\Plugins\AnimNext\FGenerationLODData) > & GenerationComponentSpaceLODData )


description: Checks if all sockets of a skeletal mesh are set to always animate, as it is a requirement for generating a single reference pose, where the local space pose and the component space pose use the same bone indexes

code: static bool CheckSkeletalAllMeshSocketsAlwaysAnimate ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


description: Utility for taking two arrays of bone indices, which must be strictly increasing, and finding the A - B. That is - any items left in A, after removing B.

code: static void DifferenceBoneIndexArrays ( const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & A, const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & B, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & Output )


description: For each LOD : Generates an unified list of bones, in LOD order (if possible) Returns true if the unified list could be created, false otherwise

code: static bool GenerateOrderedBoneList ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [TArray](API\Runtime\Core\Containers\TArray)< [FGenerationLODData](API\Plugins\AnimNext\FGenerationLODData) > & GenerationLODData, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OrderedBoneList )


description: Generates the full list of bones required by a LOD, based on the SkeletalRetrieve RequiredBones Compute ExcludedBones versus LOD0 and PreviousLOD Remove ExcludedBonesFromPrevLOD from BonesInAllLODS

code: static void GenerateRawLODData ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, const [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) > & LODRenderData, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutRequiredBones, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutFillComponentSpaceTransformsRequiredBones )


description: Generates the reference pose data from a SkeletalMeshComponent and / or Skeletal Mesh asset If no SkeletalMeshComponent is passed, the reference pose will not exclude invisible bones and will not include shadow shapes required bones If no SkeletalMesh asset is passed, there will be no generation

code: static bool GenerateReferencePose ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [UE::AnimNext::FReferencePose](API\Plugins\AnimNext\FReferencePose) & OutAnimationReferencePose )


description: Converts AnimBP pose to AnimNext Pose This function expects both poses to have the same LOD (number of bones and indexes) The target pose should be assigned to the correct reference pose prior to this call

code: static void RemapPose ( int32 LODLevel, const [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & SourcePose, const [FReferencePose](API\Plugins\AnimNext\FReferencePose) & RefPose, [FLODPose](API\Plugins\AnimNext\FLODPose) & TargetPose )


description: Converts AnimNext pose to AnimBP Pose This function expects both poses to have the same LOD (number of bones and indexes) The target pose should be assigned to the correct reference pose prior to this call

code: static void RemapPose ( int32 LODLevel, const [FReferencePose](API\Plugins\AnimNext\FReferencePose) & RefPose, const [FLODPose](API\Plugins\AnimNext\FLODPose) & SourcePose, [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & TargetPose )


className: FGenerationTools

code: class FGenerationTools


className: FLODPoseHeap

code: typedef [TLODPose](API\Plugins\AnimNext\TLODPose)< FDefaultAllocator > FLODPoseHeap


className: FReferencePose

description: Hide the allocator usage

code: typedef [TReferencePose](API\Plugins\AnimNext\TReferencePose)< FDefaultAllocator > FReferencePose


className: FLODPoseStack

code: typedef [TLODPose](API\Plugins\AnimNext\TLODPose)< FAnimStackAllocator > FLODPoseStack


className: FTransformArrayAoSHeap

description: Transform Array using ArrayOfStructs model

code: typedef [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS)< FDefaultAllocator > FTransformArrayAoSHeap


className: FTransformArrayAoSStack

code: typedef [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS)< FAnimStackAllocator > FTransformArrayAoSStack


className: FTransformArraySoAHeap

description: Transform Array using StructsOfArrays model

code: typedef [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA)< FDefaultAllocator > FTransformArraySoAHeap


className: FTransformArraySoAStack

code: typedef [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA)< FAnimStackAllocator > FTransformArraySoAStack


code: FVector & GetTranslation() const


code: void operator= ( const FTransform & Transform )


code: void SetRotation ( const FQuat & InRotation )


code: void ScaleTranslation ( const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & Scale )


code: void SetScale3D ( const FVector & InScale3D )


code: void SetTranslation ( const FVector & InTranslation )


code: FTransformSoAAdapter ( FQuat & InRotation, FVector & InTranslation, FVector & InScale3D )


className: FTransformSoAAdapter

description: This enables using a SoA array with operator[].

code: struct FTransformSoAAdapter

Rotation

type: FQuat &

type: FVector &


description:
Helper function returning the alignment of the type.
Alignment of the type.

code: size_t GetAlignment() const


description: Get the type of the container described by this parameter.


description: Get a parameter type handle that represents this type


description:
Helper function returning the size of the type.
Size in bytes of the type.

code: size_t GetSize() const


description: Get the type of the value described by this parameter.


description: Get a parameter type based on the passed-in built-in type

code: template<typename ParamType> static [FAnimNextParamType](API\Plugins\AnimNext\Param\FAnimNextParamType) GetType()


description:
Helper function returning the alignment of the value type. This is identical to GetAlignment for non containers
Alignment of the value type.

code: size_t GetValueTypeAlignment() const


description: Get the pointer to the object that defines the Enum, Struct, or Class.

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


description:
Helper function returning the size of the value type. This is identical to GetSize for non containers
Size in bytes of the value type.

code: size_t GetValueTypeSize() const


description: whether this type actually describes a type

code: bool IsValid() const


description: Get a string representing this type


description: Construct a parameter type from the passed in value, container and object type.

code: FAnimNextParamType ( [EValueType](API\Plugins\StructUtils\EPropertyBagPropertyType) InValueType, [EContainerType](API\Plugins\StructUtils\EPropertyBagContainerType) InContainerType, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InValueTypeObject )


className: FAnimNextParamType

description: Representation of a parameter's type. Serializable, but fairly heavyweight to pass around and compare. Faster comparisons and other operations can be performed on UE::AnimNext::FTypeHandle, but they cannot be serialized as they are not stable across runs.


className: InvalidIndex

code: static constexpr uint32 InvalidIndex = ((uint32) 0xffffffff);


description: Get the index of this param.

code: uint32 ToInt() const


code: [FParamId](API\Plugins\AnimNext\Param\FParamId) & operator= ( const [FParamId](API\Plugins\AnimNext\Param\FParamId) & InName )


description: Get the name that this parameter was created from.


code: FParamId ( const [FParamId](API\Plugins\AnimNext\Param\FParamId) & InName )


description: Make a parameter ID from anFName.

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


description: Make a parameter ID from an index (for internal use)

code: FParamId &40; uint32 InParameterIndex &41;


className: FParamId

description: Global identifier used to index into dense parameter arrays.

code: struct FParamId


className: EGetParamResult

description: Results forFParamStack::GetParam.

code: enum EGetParamResult { Succeeded = 0x00, NotInScope = 0x01, IncorrectType = 0x02, Immutable = 0x04, }


className: EParamFlags

code: enum EParamFlags { None = 0, Mutable = 1 << 0, Embedded = 1 << 1, Reference = 1 << 2, }


description: Get the param stack for this thread.

code: static [FParamStack](API\Plugins\AnimNext\Param\FParamStack) & Get()


description:
Get a mutable reference to the value of a parameter given aFParamId.
a mutable reference to the parameter's value. Function asserts if the parameter is not present

code: template<typename ValueType> ValueType & GetMutableParam ( [FParamId](API\Plugins\AnimNext\Param\FParamId) InParamId, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) * OutResult )


description:
Get a mutable reference to the value of a parameter given aFName. Using theFParamIdoverload will avoid having to hash theFNameto recover the ID.
a mutable reference to the parameter's value. Function asserts if the parameter is not present

code: template<typename ValueType> ValueType & GetMutableParam ( [FName](API\Runtime\Core\UObject\FName) InKey, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) * OutResult )


description:
Get a pointer to a parameter's mutable value given aFParamId.
nullptr if the parameter is not mapped or mutable

code: template<typename ValueType> ValueType * GetMutableParamPtr ( [FParamId](API\Plugins\AnimNext\Param\FParamId) InParamId, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) * OutResult )


description:
Get a pointer to a parameter's mutable value given aFName. Using theFParamIdoverload will avoid having to hash theFNameto recover the ID.
nullptr if the parameter is not mapped

code: template<typename ValueType> ValueType * GetMutableParamPtr ( [FName](API\Runtime\Core\UObject\FName) InKey, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) * OutResult )


description: FParamStack::EGetParamResult

code: [EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) GetMutableParamData ( [FParamId](API\Plugins\AnimNext\Param\FParamId) InId, [FParamTypeHandle](API\Plugins\AnimNext\Param\FParamTypeHandle) InTypeHandle, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > & OutParamData )


description:
Get a const reference to the value of a parameter given aFParamId.
a const reference to the parameter's value. Function asserts if the parameter is not present

code: template<typename ValueType> const ValueType & GetParam ( [FParamId](API\Plugins\AnimNext\Param\FParamId) InParamId, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) * OutResult ) const


description:
Get a const reference to the value of a parameter given aFName. Using theFParamIdoverload will avoid having to hash theFNameto recover the ID.
a const reference to the parameter's value. Function asserts if the parameter is not present

code: template<typename ValueType> const ValueType & GetParam ( [FName](API\Runtime\Core\UObject\FName) InKey, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) * OutResult ) const


description: FParamStack::EGetParamResult

code: [EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) GetParamData ( [FParamId](API\Plugins\AnimNext\Param\FParamId) InId, [FParamTypeHandle](API\Plugins\AnimNext\Param\FParamTypeHandle) InTypeHandle, TConstArrayView< uint8 > & OutParamData ) const


description:
Get a pointer to a parameter's value given aFParamId.
nullptr if the parameter is not mapped

code: template<typename ValueType> const ValueType * GetParamPtr ( [FParamId](API\Plugins\AnimNext\Param\FParamId) InParamId, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) * OutResult ) const


description:
Get a pointer to a parameter's value given aFName. Using theFParamIdoverload will avoid having to hash theFNameto recover the ID.
nullptr if the parameter is not mapped

code: template<typename ValueType> const ValueType * GetParamPtr ( [FName](API\Runtime\Core\UObject\FName) InKey, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) * OutResult ) const


description:
Get the value of a parameter given aFParamId. Potentially performs a copy of the value.
the parameter's value, or a default value if the parameter is not present

code: template<typename ValueType> ValueType GetParamValue ( [FParamId](API\Plugins\AnimNext\Param\FParamId) InParamId, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) * OutResult ) const


description:
Get the value of a parameter given aFName. Potentially performs a copy of the value.
the parameter's value, or a default value if the parameter is not present

code: template<typename ValueType> ValueType GetParamValue ( [FName](API\Runtime\Core\UObject\FName) InKey, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) * OutResult ) const


description: Create a cached parameter layer from an instanced property bag.

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParamStackLayer](API\Plugins\AnimNext\Param\FParamStackLayer) > MakeLayer ( const [FInstancedPropertyBag](API\Plugins\StructUtils\FInstancedPropertyBag) & InInstancedPropertyBag )


description: Create a cached parameter layer from set of params.

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParamStackLayer](API\Plugins\AnimNext\Param\FParamStackLayer) > MakeLayer ( TConstArrayView< TPair< [FParamId](API\Plugins\AnimNext\Param\FParamId), FParam >> InParams )


description: Make a parameter layer from a value

code: template<typename... ValueType> static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParamStackLayer](API\Plugins\AnimNext\Param\FParamStackLayer) > MakeValueLayer ( [FParamId](API\Plugins\AnimNext\Param\FParamId) InParamId, ValueType &&... InValue )


description: Make a parameter layer from a value

code: template<typename... ValueType> static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParamStackLayer](API\Plugins\AnimNext\Param\FParamStackLayer) > MakeValueLayer ( [FName](API\Runtime\Core\UObject\FName) InName, ValueType &&... InValue )


description: Make a parameter layer from an interleaved parameter list of keys and values

code: template<typename... Args> static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParamStackLayer](API\Plugins\AnimNext\Param\FParamStackLayer) > MakeValuesLayer ( Args &&... InValues )


description: Pop a parameter layer.

code: void PopLayer()


description: Push a layer.

code: void PushLayer ( [FParamStackLayer](API\Plugins\AnimNext\Param\FParamStackLayer) & InLayer )


description: Push an internally-owned layer. Copies parameter data to internal storage.

code: void PushLayer ( TConstArrayView< TPair< [FParamId](API\Plugins\AnimNext\Param\FParamId), FParam >> InParams )


description: Push a value as a parameter layer

code: template<typename... ValueType> void PushValue ( [FParamId](API\Plugins\AnimNext\Param\FParamId) InParamId, ValueType &&... InValue )


description: Push a value as a parameter layer

code: template<typename... ValueType> void PushValue ( [FName](API\Runtime\Core\UObject\FName) InName, ValueType &&... InValue )


description: Push an interleaved parameter list of keys and values as a parameter layer

code: template<typename... Args> void PushValues ( Args &&... InValues )


className: FParamStack

description: Stack of parameter layers. Acts as an associative container - allows retrieval of parameter calues (by ID) that have been pushed onto the stack in 'layers'. Parameter values (and notably types) on higher stack layers override those on lower layers. Older values and types are restored when a layer is popped. Parameter values, once pushed, can be overridden by subsequent layers, but they cannot be removed until the layer that initially introduces the parameter is popped.

code: struct FParamStack


className: FParamStackLayer

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

code: struct FParamStackLayer


className: EParamType

description: Byte enum representing built-in parameter types. Types beyond this are Custom and are accessed via an index into the global type array, which is slower

code: enum EParamType { None = 0, Bool, Byte, Int32, Int64, Float, Double, Name, String, Text, Vector, Vector4, Quat, Transform, MaxBuiltIn = Transform, Custom = 0xff, Max = Custom, }


description: Make a parameter type handle from aFProperty

code: static [FParamTypeHandle](API\Plugins\AnimNext\Param\FParamTypeHandle) FromProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty )


description: Make a parameter type handle from a property bag property desc

code: static [FParamTypeHandle](API\Plugins\AnimNext\Param\FParamTypeHandle) FromPropertyBagPropertyDesc ( const [FPropertyBagPropertyDesc](API\Plugins\StructUtils\FPropertyBagPropertyDesc) & Desc )


description: Make a parameter handle from a raw uint32

code: static [FParamTypeHandle](API\Plugins\AnimNext\Param\FParamTypeHandle) FromRaw ( uint32 InRawHandle )


description:
Helper function returning the alignment of the type.
Alignment of the type.

code: size_t GetAlignment() const


description: Get a parameter type based on the passed-in built-in type

code: template<typename ParamType> static constexpr [FParamTypeHandle](API\Plugins\AnimNext\Param\FParamTypeHandle) GetHandle()


description:
Helper function returning the size of the type.
Size in bytes of the type.

code: size_t GetSize() const


description: Get the parameter type that this handle corresponds to


description:
Helper function returning the alignment of the value type. This is identical to GetAlignment for non containers
Alignment of the value type.

code: size_t GetValueTypeAlignment() const


description:
Helper function returning the size of the value type. This is identical to GetSize for non containers
Size in bytes of the value type.

code: size_t GetValueTypeSize() const


description: Check whether this describes a built-in type (i.e. not a custom type)

code: bool IsBuiltInType() const


description: Check type invariants - type handle is either:

code: bool IsValid() const


description: Return the raw value that this handle uses to represent itself

code: uint32 ToRaw() const


description: Get a string representing this type


className: FParamTypeHandle

description: Representation of a parameter's type. Lightweight to compare and pass around, but not serializable as not stable across runs. Serialization can be performed onFAnimNextParamType.

code: struct FParamTypeHandle

BuiltInType

type: uint32:  8


className: TIsSoftClassPtr

code: template<typename T> struct TIsSoftClassPtr


className: TIsSoftObjectPtr

code: template<typename T> struct TIsSoftObjectPtr


code: namespace UE { namespace AnimNext { [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) & UE::AnimNext::operator&= ( [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) & Lhs, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) Rhs ) } }


code: namespace UE { namespace AnimNext { FParamStack::EParamFlags & UE::AnimNext::operator&= ( FParamStack::EParamFlags & Lhs, FParamStack::EParamFlags Rhs ) } }


code: namespace UE { namespace AnimNext { [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) & UE::AnimNext::operator^= ( [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) & Lhs, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) Rhs ) } }


code: namespace UE { namespace AnimNext { FParamStack::EParamFlags & UE::AnimNext::operator^= ( FParamStack::EParamFlags & Lhs, FParamStack::EParamFlags Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) UE::AnimNext::operator& ( [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) Lhs, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr FParamStack::EParamFlags UE::AnimNext::operator& ( FParamStack::EParamFlags Lhs, FParamStack::EParamFlags Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) UE::AnimNext::operator^ ( [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) Lhs, [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr FParamStack::EParamFlags UE::AnimNext::operator^ ( FParamStack::EParamFlags Lhs, FParamStack::EParamFlags Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator! ( [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) E ) } }


code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator! ( FParamStack::EParamFlags E ) } }


code: namespace UE { namespace AnimNext { constexpr [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) UE::AnimNext::operator~ ( [FParamStack::EGetParamResult](API\Plugins\AnimNext\Param\FParamStack\EGetParamResult) E ) } }


code: namespace UE { namespace AnimNext { constexpr FParamStack::EParamFlags UE::AnimNext::operator~ ( FParamStack::EParamFlags E ) } }


description: True if retargeting is disabled

code: bool GetDisableRetargeting() const


code: const [FReferencePose](API\Plugins\AnimNext\FReferencePose) & GetRefPose() const


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FBoneIndexType > GetLODBoneIndexes() const


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


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FBoneIndexType > GetSkeletonToLODBoneIndexes() const


code: static constexpr int32 INVALID_LOD_LEVEL = -1;


code: void PrepareForLOD ( const [FReferencePose](API\Plugins\AnimNext\FReferencePose) & InRefPose, int32 InLODLevel, bool bSetRefPose, bool bAdditive )


code: void SetIdentity ( bool bAdditive )


description: Disable Retargeting

code: void SetDisableRetargeting ( bool bDisableRetargeting )


code: void SetRefPose ( bool bAdditive )


description: Ignore compressed data and use RAW data instead, for debugging.

code: void SetUseRAWData ( bool bUseRAWData )


description: Use Source data instead.

code: void SetUseSourceData ( bool bUseSourceData )


description: True if we're requesting RAW data instead of compressed data. For debugging.

code: bool ShouldUseRawData() const


description: True if we're requesting Source data instead of RawAnimationData. For debugging.

code: bool ShouldUseSourceData() const


code: TLODPose ( const [FReferencePose](API\Plugins\AnimNext\FReferencePose) & InRefPose, int32 InLODLevel, bool bSetRefPose, bool bAdditive )


className: TLODPose

code: template<typename AllocatorType> struct TLODPose

Flags

type: ELODPoseFlags

LocalTransforms

type: TTransformArray...

RefPose

type: constFReferenc...


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FBoneIndexType > GetLODBoneIndexes ( int32 LODLevel ) const


code: int32 GetLODBoneIndexFromSkeletonBoneIndex ( int32 SkeletionBoneIndex ) const


code: const FQuat & GetRefPoseRotation ( int32 LODBoneIndex ) const


code: int32 GetNumBonesForLOD ( int32 LODLevel ) const


code: const FVector & GetRefPoseScale3D ( int32 LODBoneIndex ) const


code: FTransform GetRefPoseTransform ( int32 LODBoneIndex ) const


code: const FVector & GetRefPoseTranslation ( int32 LODBoneIndex ) const


code: int32 GetSkeletonBoneIndexFromLODBoneIndex ( int32 LODBoneIndex ) const


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FBoneIndexType > GetSkeletonToLODBoneIndexes ( int32 LODLevel ) const


code: void Initialize ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, const [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType >> & InLODBoneIndexes, const [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType >> & InSkeletonToLODBoneIndexes, const [TArray](API\Runtime\Core\Containers\TArray)< int32, AllocatorType > & InLODNumBones, bool bFastPath )


className: TReferencePose

code: template<typename AllocatorType> struct TReferencePose

GenerationFlags

type: EReferencePoseG...

LODBoneIndexes

type: TArray<TArray<...

LODNumBones

type: TArray< int32, ...

SkeletalMesh

type: TWeakObjectPtr<...


className: TTransformArray

code: typedef [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA)< AllocatorType > TTransformArray


description: Set this transform array to the weighted blend of the supplied two transforms.

code: void Blend ( const [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS) & AtomArray1, const [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS) & AtomArray2, float BlendWeight )


code: void CopyTransforms ( const [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS) & Other, int32 Index, int32 NumTransforms )


code: [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GetTransforms()


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


code: [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS) & operator= ( [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS) && Other )


code: [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS) & operator= ( const [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS) & Other )


code: FTransform & operator[] ( int32 Index )


code: const FTransform & operator[] ( int32 Index ) const


code: void Reset ( int NumTransforms )


code: void SetIdentity ( bool bAdditiveIdentity )


code: void SetNum ( int32 NumTransforms, bool bAllowShrinking )


description: Default empty (no memory) Transform.

code: TTransformArrayAoS()


description: Create a TransformArray of N elements.

code: TTransformArrayAoS ( const int NumTransforms )


code: TTransformArrayAoS ( [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS) && Other )


code: TTransformArrayAoS ( const [TTransformArrayAoS](API\Plugins\AnimNext\TTransformArrayAoS) & Other )


className: TTransformArrayAoS

code: template<typename AllocatorType> struct TTransformArrayAoS

Transforms

type: TArray< FTransf...


code: void Blend ( const [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA) & AtomArray1, const [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA) & AtomArray2, float BlendWeight )


code: void CopyTransforms ( const [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA) & Other, int32 Index, int32 NumTransforms )


code: [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA) & operator= ( const [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA) & Other )


code: [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA) & operator= ( [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA) && Other )


code: const [FTransformSoAAdapter](API\Plugins\AnimNext\FTransformSoAAdapter) operator[] ( int Index ) const


code: [FTransformSoAAdapter](API\Plugins\AnimNext\FTransformSoAAdapter) operator[] ( int Index )


code: void Reset ( int32 NumTransforms )


description: Default empty (no memory) Transform.

code: TTransformArraySoA()


code: TTransformArraySoA ( const [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA) & Other )


code: TTransformArraySoA ( [TTransformArraySoA](API\Plugins\AnimNext\TTransformArraySoA) && Other )


description: Create a TransformArray of N elements. Optionally initializes to identity (default)

code: TTransformArraySoA ( int NumTransforms, bool bSetIdentity, bool bAdditiveIdentity )


className: TTransformArraySoA

description: Transform Array Test using StructOfArrays model

code: template<typename AllocatorType> struct TTransformArraySoA

Rotations

type: TArrayView< FQu...

type: TArrayView< FVe...


code: namespace UE { namespace AnimNext { enum ELODPoseFlags { None = 0, Additive = 1 << 0, DisableRetargeting = 1 << 1, UseRawData = 1 << 2, UseSourceData = 1 << 3, } } }


code: namespace UE { namespace AnimNext { enum EReferencePoseGenerationFlags { None = 0, FastPath = 1 << 0, } } }


code: namespace UE { namespace AnimNext { enum ETransformFlags { None = 0, ComponentSpaceSet = 1 << 0, } } }


code: namespace UE { namespace AnimNext { [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) & UE::AnimNext::operator&= ( [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) & Lhs, [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) Rhs ) } }


code: namespace UE { namespace AnimNext { [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) & UE::AnimNext::operator&= ( [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) & Lhs, [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) Rhs ) } }


code: namespace UE { namespace AnimNext { [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) & UE::AnimNext::operator^= ( [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) & Lhs, [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) Rhs ) } }


code: namespace UE { namespace AnimNext { [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) & UE::AnimNext::operator^= ( [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) & Lhs, [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) UE::AnimNext::operator& ( [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) Lhs, [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) UE::AnimNext::operator^ ( [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) Lhs, [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) UE::AnimNext::operator^ ( [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) Lhs, [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) Rhs ) } }


code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator! ( [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) E ) } }


code: namespace UE { namespace AnimNext { constexpr bool UE::AnimNext::operator! ( [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) E ) } }


code: namespace UE { namespace AnimNext { constexpr [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) UE::AnimNext::operator~ ( [ELODPoseFlags](API\Plugins\AnimNext\UE__AnimNext__ELODPoseFlags) E ) } }


code: namespace UE { namespace AnimNext { constexpr [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) UE::AnimNext::operator~ ( [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) E ) } }