className: FGeomCacheIndexBuffer

description: IndexBuffer

code: class FGeomCacheIndexBuffer : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)

BufferSRV

type: FShaderResource...


description: Create on rhi thread. Uninitialized with NumVertices space.

module: GeometryCache

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


className: FGeomCacheTangentBuffer

code: class FGeomCacheTangentBuffer : public [FGeomCacheVertexBuffer](API\Plugins\GeometryCache\FGeomCacheVertexBuffer)


description: Find the two frames closest to the given time InterpolationFactor gives the position of the requested time slot between the two returned frames. 0.0 => We are very close to OutFrameIndex 1.0 => We are very close to OutNextFrameIndex If bIsPlayingBackwards it will return exactly the same indexes but in the reversed order. The InterpolationFactor will also be updated accordingly

code: virtual void FindSampleIndexesFromTime ( float Time, bool bLooping, bool bIsPlayingBackwards, int32 & OutFrameIndex, int32 & OutNextFrameIndex, float & InInterpolationFactor )


description:
Get the MeshData for a given SampleIndex
true if the MeshData was retrieved successfully

code: virtual bool GetMeshData ( int32 SampleIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


description:
Get the VisibilitySample for a given time
the VisibilitySample that corresponds to the given time

code: virtual const [FVisibilitySample](API\Plugins\GeometryCache\FVisibilitySample) & GetVisibilitySample ( float Time, const bool bLooping ) const


description: Initialize the render resources. Must be called before the render resources are used.

code: virtual void InitRenderResources ( int32 NumVertices, int32 NumIndices )


description:
Check if the topology of two given SampleIndexes are compatible (ie. same topology)
true if the topology is the same

code: virtual bool IsTopologyCompatible ( int32 SampleIndexA, int32 SampleIndexB )


description:
Update the SampleIndex and MeshData for a given time
true if the SampleIndex and MeshData were updated

code: virtual bool UpdateMeshData ( float Time, bool bLooping, int32 & InOutMeshSampleIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


code: FGeomCacheTrackProxy ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


code: virtual ~FGeomCacheTrackProxy()


className: FGeomCacheTrackProxy

description: This the track proxy has some "double double buffering" going on. First we keep two mesh frames. The one just before the current time and the one just after the current time. This is the full mesh and we interpolate between it to derive the actual mesh for the exact time we're at. Secondly we have two position buffers. The one for the current rendered frame and the one from the previous rendered frame (this is not the same as the mesh frame, the mesh may be at say 10 fps then get interpolated to 60 fps rendered frames)

code: class FGeomCacheTrackProxy

bNextFrameMeshDataSelected

type: bool

description: Flag to indicate which frame mesh data was selected during the update

ColorBuffer

type: FGeomCacheColor...

FrameIndex

description: Frame numbers corresponding to MeshData, NextFrameMeshData

IndexBuffer

type: FGeomCacheIndex...

description: Indexbuffer for this Track

InterpolationFactor

type: float

Materials

type: TArray<UMateri...

description: Material applied to this Track

MeshData

type: FGeometryCacheM...

description: MeshData storing information used for rendering this Track

PositionBuffers

type: FGeomCacheVerte...

description: Vertex buffers for this Track.

TangentXBuffer

type: FGeomCacheTange...

Track

type: UGeometryCacheT...

description: The GeometryCacheTrack to which the proxy is associated

VertexFactory

description: Vertex factory for this Track

WorldMatrix

type: FMatrix

description: World Matrix for this Track


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetBufferSRV() const


description: The resource's friendly name. Typically aUObjectname.

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


description: Get the current size of the buffer

code: unsigned GetSizeInBytes()


code: void Init ( int32 InSizeInBytes )


code: void UpdateExceptPositions ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDynamicMeshVertex](API\Runtime\Engine\FDynamicMeshVertex) > & Vertices )


code: void UpdatePositionsOnly ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDynamicMeshVertex](API\Runtime\Engine\FDynamicMeshVertex) > & Vertices )


description: Update the raw contents of the buffer, possibly reallocate if needed.

code: void UpdateRaw ( const void * Data, int32 NumItems, int32 ItemSizeBytes, int32 ItemStrideBytes )


description: Resize the buffer but don't initialize it with any data.

code: void UpdateSize ( int32 NewSizeInBytes )


code: template<class [DataType](API\Plugins\OptimusCore\DataType)> void UpdateSizeTyped ( int32 NewSizeInElements )


className: FGeomCacheVertexBuffer

description: Resource array to pass

code: class FGeomCacheVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


description: Init function that can be called on any thread, and will do the right thing (enqueue command if called on main thread)

code: void Init ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * PositionBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * MotionBlurDataBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * TangentXBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * TangentZBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * TextureCoordinateBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * ColorBuffer )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


description: Init function that should only be called on render thread.

code: void Init_RenderThread ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * PositionBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * MotionBlurDataBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * TangentXBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * TangentZBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * TextureCoordinateBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * ColorBuffer )


code: FGeomCacheVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Sugar function to update from a typed array.

code: template<class [DataType](API\Plugins\OptimusCore\DataType)> void Update ( const [TArray](API\Runtime\Core\Containers\TArray)< [DataType](API\Plugins\OptimusCore\DataType) > & Vertices )


code: FGeometryCacheCodecDecodeArguments ( [FGeometryCacheTrackStreamableRenderResource](API\Plugins\GeometryCache\FGeometryCacheTrackStreamableRen-) & SetTrack, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamedGeometryCacheChunk](API\Plugins\GeometryCache\FStreamedGeometryCacheChunk) > & SetChunks, uint32 SetFrameIdentifier, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & SetOutMeshData )


className: FGeomCacheVertexFactory

description: Vertex Factory

code: class FGeomCacheVertexFactory : public [FGeometryCacheVertexVertexFactory](API\Runtime\Engine\FGeometryCacheVertexVertexFactor-)


className: FGeometryCacheCodecDecodeArguments

description: Arguments passed to the decoder. This allows adding arguments easily without needing to change all decoders.

Chunks

type: TArray<FStream...

Track

type: FGeometryCacheT...


code: FGeometryCacheCodecEncodeArguments ( const [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & SetMeshData, float SetSampleTime, bool bSetSameTopologyAsPrevious )


className: FGeometryCacheCodecEncodeArguments

MeshData

type: constFGeometry...


code: virtual bool DecodeSingleFrame ( [FGeometryCacheCodecDecodeArguments](API\Plugins\GeometryCache\FGeometryCacheCodecDecodeArgumen-) & Args )


description: Called once we are on the render thread this can create any render buffers etc.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & )


description: Called on the game thread as part ofUGeometryCacheCodecBase::CreateRenderState

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


code: virtual bool IsTopologyCompatible ( int32 SampleIndexA, int32 SampleIndexB )


description: This will be called on the render thread


className: FGeometryCacheCodecRenderStateBase

description: Render thread side state. This is not a full blownFRenderResourceit is a child instead of theUGeometryCacheTrackStreamable's Render Resource instance.


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


className: FGeometryCacheCodecRenderStateRaw

code: struct FGeometryCacheCodecRenderStateRaw : public [FGeometryCacheCodecRenderStateBase](API\Plugins\GeometryCache\FGeometryCacheCodecRenderStateBa-)


code: FGeometryCacheCodecRenderStateV1 ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SetTopologyRanges )


code: struct FGeometryCacheCodecRenderStateV1 : public [FGeometryCacheCodecRenderStateBase](API\Plugins\GeometryCache\FGeometryCacheCodecRenderStateBa-)


code: void AddMaterials ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) >> Materials )


className: FConfig

code: struct FConfig


className: FFrameData

code: struct FFrameData

Normals

type: TArray< FVector...


code: FTrackWriter & operator&61; &40; const FTrackWriter & &41;


code: FTrackWriter & operator&61; &40; FTrackWriter && &41;


description:
Move the position data to the cache track and close the TrackWriter. Once closed, the track will be added to the geometry cache and the TrackWriter cannot be used anymore.
true if successfully write data and close the track writer.

code: bool WriteAndClose &40; TArrayView< TArray< FVector3f >> PositionsToMoveFrom &41;


code: bool WriteAndClose &40; TArrayView< FFrameData > FramesToMoveFrom &41;


code: FTrackWriter &40; FGeometryCacheConstantTopologyWriter & InOwner &41;


code: FTrackWriter &40; const FTrackWriter & &41;


code: FTrackWriter &40; FTrackWriter && &41;


className: FTrackWriter

code: struct FTrackWriter

BatchesInfo

type: TArray<FGeomet...

Colors

type: TArray<FColor...

ImportedVertexNumbers

type: TArray< uint32 ...


code: int32 GetNumMaterials() const


code: [FTrackWriter](API\Plugins\GeometryCache\FGeometryCacheConstantTopologyWr-\FTrackWriter) & GetTrackWriter ( int32 Index )


code: [FGeometryCacheConstantTopologyWriter](API\Plugins\GeometryCache\FGeometryCacheConstantTopologyWr-) & operator= ( const [FGeometryCacheConstantTopologyWriter](API\Plugins\GeometryCache\FGeometryCacheConstantTopologyWr-) & )


code: [FGeometryCacheConstantTopologyWriter](API\Plugins\GeometryCache\FGeometryCacheConstantTopologyWr-) & operator= ( [FGeometryCacheConstantTopologyWriter](API\Plugins\GeometryCache\FGeometryCacheConstantTopologyWr-) && )


description: Construct a newFGeometryCacheConstantTopologyWriterobject. This will remove all existing tracks from the cache.

code: FGeometryCacheConstantTopologyWriter ( [UGeometryCache](API\Plugins\GeometryCache\UGeometryCache) & OutCache )


code: FGeometryCacheConstantTopologyWriter ( const [FGeometryCacheConstantTopologyWriter](API\Plugins\GeometryCache\FGeometryCacheConstantTopologyWr-) & )


code: FGeometryCacheConstantTopologyWriter ( [FGeometryCacheConstantTopologyWriter](API\Plugins\GeometryCache\FGeometryCacheConstantTopologyWr-) && )


code: FGeometryCacheConstantTopologyWriter ( [UGeometryCache](API\Plugins\GeometryCache\UGeometryCache) & OutCache, const [FConfig](API\Plugins\GeometryCache\FGeometryCacheConstantTopologyWr-\FConfig) & Config )


code: ~FGeometryCacheConstantTopologyWriter()


className: FGeometryCacheConstantTopologyWriter

description: Helper class to write a GeometryCache asset. Usage:FGeometryCacheConstantTopologyWriterWriter(MyCache); Writer.AddMaterials(...);FGeometryCacheConstantTopologyWriter::FTrackWriter& TrackWriter = Writer.AddGetTrackWriter(); // First track TrackWriter.Indices = ...; TrackWriter.UVs = ...; ... TrackWriter.WriteAndClose(PositionsToMoveFrom);FGeometryCacheConstantTopologyWriter::FTrackWriter& TrackWriter = Writer.AddGetTrackWriter(); // Second track ...


description: Return a hash of the content of the GeometryCacheMeshData

code: uint64 GetHash() const


className: FGeometryCacheMeshBatchInfo

description: Stores per-batch data used for rendering

MaterialIndex

description: Indexto Material used to draw this batch

NumTriangles

description: Total number of Triangles to draw

StartIndex

description: Starting index into IndexBuffer to draw from


code: void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize ) const


className: FGeometryCacheMeshData

description: Stores per Track/Mesh data used for rendering

BatchesInfo

description: Array of per-batch info structs

BoundingBox

description: Bounding box for this sample in the track

ImportedVertexNumbers

description: The original imported vertex numbers, as they come from the DCC. One for each vertex position.

Indices

description: Indices for this sample, used for drawing the mesh

MotionVectors

description: Motion vector for each vertex.

Positions

description: Draw-able vertex data

TangentsX

type: TArray<FPacked...

VertexInfo

type: FGeometryCacheV...

description: Info on the vertex attributes


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

code: static [FGeometryCacheModule](API\Plugins\GeometryCache\FGeometryCacheModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FGeometryCacheModule

description: The public interface to this module

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


description: true if the proxy can be culled when occluded by other primitives

code: virtual bool CanBeOccluded() const


description: Clears the Sections array

code: void ClearSections()


description:
Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread.
The hit proxy to use by default for elements drawn by DrawDynamicElements.

code: virtual [HHitProxy](API\Runtime\Engine\HHitProxy) * CreateHitProxies ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [HHitProxy](API\Runtime\Engine\HHitProxy) > > & OutHitProxies )


code: uint32 GetAllocatedSize() const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGeomCacheTrackProxy](API\Plugins\GeometryCache\FGeomCacheTrackProxy) * > & GetTracks() const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description: true if the proxy uses distance cull fade.

code: virtual bool IsUsingDistanceCullFade() const


code: void UpdateAnimation ( float NewTime, bool bLooping, bool bIsPlayingBackwards, float PlaybackSpeed, float MotionVectorScale )


description: Update index buffer for specific section

code: void UpdateSectionIndexBuffer ( const int32 SectionIndex, const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & Indices )


description: Update vertex buffer for specific section

code: void UpdateSectionVertexBuffer ( const int32 SectionIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) * MeshData )


description: Update world matrix for specific section

code: void UpdateSectionWorldMatrix ( const int32 SectionIndex, const FMatrix & WorldMatrix )


code: FGeometryCacheSceneProxy ( class [UGeometryCacheComponent](API\Plugins\GeometryCache\UGeometryCacheComponent) * Component )


code: FGeometryCacheSceneProxy ( class [UGeometryCacheComponent](API\Plugins\GeometryCache\UGeometryCacheComponent) * Component, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FGeomCacheTrackProxy](API\Plugins\GeometryCache\FGeomCacheTrackProxy) *()> TrackProxyCreator )


code: virtual ~FGeometryCacheSceneProxy()


className: FGeometryCacheSceneProxy

description: Procedural mesh scene proxy

code: class FGeometryCacheSceneProxy : public [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy)


className: FGeometryCacheTrackMeshDataUpdate

IndexBuffer

type: void *


className: EmptySampleInfo

code: static const [FGeometryCacheTrackSampleInfo](API\Plugins\GeometryCache\FGeometryCacheTrackSampleInfo) EmptySampleInfo;


code: FGeometryCacheTrackSampleInfo()


code: FGeometryCacheTrackSampleInfo ( float SetSampleTime, FBox SetBoundingBox, int32 SetNumVertices, int32 SetNumIndices )


className: FGeometryCacheTrackSampleInfo

description: Info stored per sample that is always resident in memory

code: struct FGeometryCacheTrackSampleInfo

BoundingBox

type: FBox

SampleTime

type: float


description: Decode a single frame of mesh data.

code: bool DecodeMeshData ( int32 SampleIndexToDecode, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


description: So you can keep the pointer around as long as you know theFGeometryCacheTrackStreamableRenderResourceinstance you got it from stays valid.


code: void InitGame ( [UGeometryCacheTrackStreamable](API\Plugins\GeometryCache\UGeometryCacheTrackStreamable) * Track )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: bool IsTopologyCompatible ( int32 SampleIndexA, int32 SampleIndexB )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: bool UpdateMeshData ( float Time, bool bLooping, int32 & InOutMeshSampleIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


description: All render thread state for a geometry cache track. This contains shared render thread state shared by all GeometryCacheComponents that use the same GeometryCache. The per-component state is managed in the GeometryCacheScene proxy.

code: class FGeometryCacheTrackStreamableRenderResource : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

Codec

type: FGeometryCacheC...


code: FGeometryCacheTrackStreamableSampleInfo ( float SetSampleTime, FBox SetBoundingBox, int32 SetNumVertices, int32 SetNumIndices )


className: FGeometryCacheTrackStreamableSampleInfo

description: Info stored per sample that is always resident in memory and does not require parsing the chunks. Needed to keep support for serialization ofFGeometryCacheTrackStreamableSampleInfo

code: struct FGeometryCacheTrackStreamableSampleInfo : public [FGeometryCacheTrackSampleInfo](API\Plugins\GeometryCache\FGeometryCacheTrackSampleInfo)


code: FNiagaraGeometryCacheReference()


className: FGeometryCacheVertexInfo

description: Stores info on the attributes of a vertex in a mesh

type: bool

bHasTangentX

description: Info on which attributes are present or valid


className: FNiagaraGeometryCacheMICOverride

OriginalMaterial

type: TObjectPtr<UMa...


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * ResolveMaterial ( [UGeometryCache](API\Plugins\GeometryCache\UGeometryCache) * ResolvedCache, int32 MaterialIndex ) const


code: FGeometryCacheVertexInfo ( bool bSetTangentX, bool bSetTangentZ, bool bSetUV0, bool bSetColor0, bool bSetMotionVectors0 )


className: FNiagaraGeometryCacheReference

GeometryCache

type: TObjectPtr<UGe...

description: Reference to the geometry cache asset to use (if the user parameter binding is not set)

GeometryCacheUserParamBinding

type: FNiagaraUserPar...

description: Use theUGeometryCachebound to this user variable if it is set to a valid value.

MICOverrideMaterials

type: TArray<FNiagar...

OverrideMaterials

type: TArray<TObject...

description: The materials to be used instead of the GeometryCache's materials.


code: virtual void Initialize ( const [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties) * InProps, const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * Emitter, const [FNiagaraSystemInstanceController](API\Plugins\Niagara\FNiagaraSystemInstanceController) & InController )


code: virtual void OnSystemComplete_GameThread ( const [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties) * InProperties, const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * Emitter )


description: Update render data buffer from attributes

code: virtual void PostSystemTick_GameThread ( const [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties) * InProperties, const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * Emitter )


code: FNiagaraRendererGeometryCache ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties) * InProps, const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * Emitter )


className: FNiagaraRendererGeometryCache

description: NiagaraRendererGeometryCache renders a geometry cache asset

code: class FNiagaraRendererGeometryCache : public [FNiagaraRenderer](API\Plugins\Niagara\FNiagaraRenderer)


code: void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Serialization.

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


code: FStreamedGeometryCacheChunk()


className: FStreamedGeometryCacheChunk

description: An instance of this struct is kept resident for all chuncks only the BulkData member may not be loaded yet. Other info is permanently available.

code: struct FStreamedGeometryCacheChunk

BulkData

type: FByteBulkData

description: Bulk data if stored in the package.

DataSize

description: Size of the chunk of data in bytes

FirstFrame

description: Frame index of the earliest frame stored in this block

LastFrame

description: End frame index of the interval this chunk contains data for.


className: FTrackRenderData

description: Stores the RenderData for each individual track

BoundingBox

description: Bounding box of this specific track

Matrix

type: FMatrix

description: Transform matrix used to render this specific track.

MatrixSampleIndex

description: Sample Id's of the values we currently have registered the component with.


className: InvisibleSample

code: static const [FVisibilitySample](API\Plugins\GeometryCache\FVisibilitySample) InvisibleSample;


className: VisibleSample

code: static const [FVisibilitySample](API\Plugins\GeometryCache\FVisibilitySample) VisibleSample;


code: FVisibilitySample ( bool bVisible )


className: FVisibilitySample

description: Hold the visibility state for a given time range

code: struct FVisibilitySample

Range

type: TRange< float >


className: GeometyCacheHelpers

code: struct GeometyCacheHelpers


description: Use this instead of fmod when working with looping animations as fmod gives incorrect results when using negative times.

code: static float WrapAnimationTime ( float Time, float Duration )


description: Read a frame's bit stream and decode the frame

code: bool DecodeFrameData ( [FBufferReader](API\Runtime\Core\Serialization\FBufferReader) & Reader, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


className: ICodecDecoder

description: Interface to the internal mesh compressor's decoder in order to hide implementation

code: class ICodecDecoder


description: Encode a frame and write the bitstream

code: bool EncodeFrameData ( [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & Writer, const [FGeometryCacheCodecEncodeArguments](API\Plugins\GeometryCache\FGeometryCacheCodecEncodeArgumen-) & Args )


className: ICodecEncoder

description: Interface to the internal mesh compressor's encoder in order to hide implementation

code: class ICodecEncoder


description: Adds a new cache to the streaming manager.

code: void AddGeometryCache ( [UGeometryCacheTrackStreamable](API\Plugins\GeometryCache\UGeometryCacheTrackStreamable) * Cache )


description: Adds a new Sound Source to the streaming manager.

code: void AddStreamingComponent ( [UGeometryCacheComponent](API\Plugins\GeometryCache\UGeometryCacheComponent) * CacheComponent )


description: Adds a new component to the streaming manager.


code: bool CanCreateSoundSource ( const [FWaveInstance](API\Runtime\Engine\FWaveInstance) * WaveInstance ) const


description: Getter of the singleton

code: static [IGeometryCacheStreamingManager](API\Plugins\GeometryCache\IGeometryCacheStreamingManager) & Get()


description:
Gets a pointer to a chunk of cahed geometry data
Either the desired chunk or NULL if it's not loaded

code: const uint8 * GetLoadedChunk ( const [UGeometryCacheTrackStreamable](API\Plugins\GeometryCache\UGeometryCacheTrackStreamable) * Track, uint32 ChunkIndex, uint32 * OutChunkSize ) const


description: Returns true if this is a streaming Sound Source that is managed by the streaming manager.

code: bool IsManagedComponent ( const [UGeometryCacheComponent](API\Plugins\GeometryCache\UGeometryCacheComponent) * CacheComponent ) const


description: Returns true if this is a streaming component that is managed by the streaming manager.


description: Returns true if this is a cache is managed by the streaming manager.

code: bool IsManagedGeometryCache ( const [UGeometryCacheTrackStreamable](API\Plugins\GeometryCache\UGeometryCacheTrackStreamable) * Cache ) const


description: Returns true if this Sound Wave is currently streaming a chunk.

code: bool IsStreamingInProgress ( const [UGeometryCacheTrackStreamable](API\Plugins\GeometryCache\UGeometryCacheTrackStreamable) * Cache )


description: Returns true if this data for this track is currently streaming.


description:
Gets a pointer to a chunk of cached geometry data. Can be called from any thread.
Either the desired chunk or NULL if it's not loaded

code: const uint8 * MapChunk ( const [UGeometryCacheTrackStreamable](API\Plugins\GeometryCache\UGeometryCacheTrackStreamable) * Track, uint32 ChunkIndex, uint32 * OutChunkSize )


description: Prefetch data for the current state component. Data is automatically prefetched when initially registering the component this may be useful when the component has seeked etc.

code: void PrefetchData ( [UGeometryCacheComponent](API\Plugins\GeometryCache\UGeometryCacheComponent) * CacheComponent )


description: Streaming manager interface registration enrollment

code: static void Register()


description: Removes a cache from the streaming manager.

code: void RemoveGeometryCache ( [UGeometryCacheTrackStreamable](API\Plugins\GeometryCache\UGeometryCacheTrackStreamable) * Cache )


description: Removes a Sound Source from the streaming manager.

code: void RemoveStreamingComponent ( [UGeometryCacheComponent](API\Plugins\GeometryCache\UGeometryCacheComponent) * CacheComponent )


description: Removes the component from the streaming manager.


description: Releases pointer to a chunk of cahed geometry data. Can be called from any thread. Should be called for every call to MapChunk.

code: void UnmapChunk ( const [UGeometryCacheTrackStreamable](API\Plugins\GeometryCache\UGeometryCacheTrackStreamable) * Track, uint32 ChunkIndex )


description: Streaming manager interface registration removal

code: static void Unregister()


code: IGeometryCacheStreamingManager()


description: Virtual destructor


className: IGeometryCacheStreamingManager

description: NoteIStreamingManageris not really anything like an interface it contains code and members and whatnot. So we just play along here to keep the spirit of the existing audio and texture streaming managers.

code: struct IGeometryCacheStreamingManager : public [IStreamingManager](API\Runtime\Engine\IStreamingManager), public [IStreamingManager](API\Runtime\Engine\IStreamingManager)

IoBandwidth

type: FThreadSafeCoun...


description:
Add a GeometryCacheMeshData sample to the Track
void

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void AddMeshSample ( const [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & MeshData, const float SampleTime )


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

code: virtual void BeginDestroy()


description:
GetMaxSampleTime, returns the time for the last sample Not the same as the animation length since it might not start at time 0
const float

code: virtual const float GetMaxSampleTime() const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


code: virtual const bool UpdateMeshData ( const float Time, const bool bLooping, int32 & InOutMeshSampleIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) *& OutMeshData )


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


description: Derived GeometryCacheTrack class, used for Transform animation.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CollapseCategories, HideCategories=Object, BlueprintType, Config=Engine, Deprecated) class UDEPRECATED_GeometryCacheTrack_FlipbookAnimation : public [UGeometryCacheTrack](API\Plugins\GeometryCache\UGeometryCacheTrack)


description: Sets/updates the MeshData for this track

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void SetMesh ( const [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & NewMeshData )


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CollapseCategories, HideCategories=Object, BlueprintType, Config=Engine, Deprecated) class UDEPRECATED_GeometryCacheTrack_TransformAnimation : public [UGeometryCacheTrack](API\Plugins\GeometryCache\UGeometryCacheTrack)


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CollapseCategories, HideCategories=Object, BlueprintType, Config=Engine, Deprecated) class UDEPRECATED_GeometryCacheTrack_TransformGroupAnimation : public [UGeometryCacheTrack](API\Plugins\GeometryCache\UGeometryCacheTrack)


code: namespace UE { namespace GeometryCacheHelpers { * UE::GeometryCacheHelpers::if ( Index! ) } }


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


description:
AddTrack
void

code: void AddTrack ( [UGeometryCacheTrack](API\Plugins\GeometryCache\UGeometryCacheTrack) * Track )


description: Calculate it's duration

code: float CalculateDuration() const


description: Clears all stored data so the reimporting step can fill the instance again

code: void ClearForReimporting()


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


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


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


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description: Get the end frame

code: int32 GetEndFrame() const


description: Get the Frame at the Specified Time

code: int32 GetFrameAtTime ( const float Time ) const


description: Get the hash of the meshes data of the GeometryCache


description: Get the mesh data at the specified time

code: void GetMeshDataAtTime ( float Time, [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) > & OutMeshData ) const


code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Get the start frame

code: int32 GetStartFrame() const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


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


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


description: Set the start and end frames for the GeometryCache

code: void SetFrameStartEnd ( int32 InStartFrame, int32 InEndFrame )


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


className: UGeometryCache

description: A Geometry Cache is a piece/set of geometry that consists of individual Mesh/Transformation samples. In contrast with Static Meshes they can have their vertices animated in certain ways. *

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

AssetImportData

type: TObjectPtr< cla...

description: Importing data and options used for this Geometry cache object

AssetUserData

description: Array of user data stored with the asset

MaterialSlotNames

type: TArray<FName>

ThumbnailInfo

description: Information for thumbnail rendering

Tracks

description: GeometryCache track defining the samples/geometry data for this GeomCache instance


description: Encoding is only available in editor builds.

code: virtual void BeginCoding ( [TArray](API\Runtime\Core\Containers\TArray)< [FStreamedGeometryCacheChunk](API\Plugins\GeometryCache\FStreamedGeometryCacheChunk) > & AppendChunksTo )


code: virtual void CodeFrame ( const [FGeometryCacheCodecEncodeArguments](API\Plugins\GeometryCache\FGeometryCacheCodecEncodeArgumen-) & Args )


description: Create a newFGeometryCacheCodecRenderStateBasefor this codec. The returned object will be owned by the calling code.


code: virtual bool DecodeBuffer ( const uint8 * Buffer, uint32 BufferSize, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


code: virtual bool DecodeSingleFrame ( [FGeometryCacheCodecDecodeArguments](API\Plugins\GeometryCache\FGeometryCacheCodecDecodeArgumen-) & Args )


className: FEncoderBaseData

code: struct FEncoderBaseData


code: virtual int32 GetEncoderFrameNumer()


code: virtual bool IsSameTopology ( int32 FrameA, int32 FrameB )


code: static bool IsSameTopology ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TopologyRanges, int32 FrameA, int32 FrameB )


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


code: virtual ~UGeometryCacheCodecBase()


className: UGeometryCacheCodecBase

description: Interface for assets/objects that can own UserData

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

EncoderBaseData

type: FEncoderBaseDat...

TopologyRanges

type: TArray< int32 >

description: Frames at which the topology of the decoded frames changes sorted in increasing order this allows fast topology queries between arbitrary frames.


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


code: virtual void InitializeEncoder ( float InVertexQuantizationPrecision, int32 InUVQuantizationBitRange )


code: virtual ~UGeometryCacheCodecV1()


code: UGeometryCacheCodecV1 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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

code: virtual void BeginDestroy()


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: ClearTrackData Clean up data that was required for playback of geometry cache tracks

code: void ClearTrackData()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: CreateTrackSection, Create/replace a track section.

code: void CreateTrackSection ( int32 TrackIndex )


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description: Set the current animation time for GeometryCache. Includes the influence of elapsed time and SetStartTimeOffset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") float GetAnimationTime() const


description: Get the duration of the playback

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") float GetDuration() const


description: Helper to get the frame of the ABC asset at this time

code: int32 GetFrameAtTime ( const float Time ) const


description: Getter for Geometry cache instance referred by the component Note: This getter is not exposed to blueprints as you can use the readonly Uproperty for that

code: [UGeometryCache](API\Plugins\GeometryCache\UGeometryCache) * GetGeometryCache() const


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


code: virtual int32 GetMaterialIndex ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName ) const


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


description: Get the motion vector scale.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") float GetMotionVectorScale() const


description: Get the number of frames

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") int32 GetNumberOfFrames() const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") float GetPlaybackDirection() const


description: Get current playback speed for GeometryCache.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") float GetPlaybackSpeed() const


description: Get current start time offset for GeometryCache.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") float GetStartTimeOffset() const


description: Get the wireframe override color, used when overriding the wireframe color is enabled.


description: Check whether we are overriding the wireframe color or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") bool GetOverrideWireframeColor() const


description: Invalidate both the Matrix and Mesh sample indices

code: void InvalidateTrackSampleIndices()


description: Helper to get the time at this frame

code: float GetTimeAtFrame ( const int32 Frame ) const


description: Get whether this GeometryCache is extrapolating frames.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") bool IsExtrapolatingFrames() const


description: Get whether this GeometryCache is looping or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") bool IsLooping() const


code: virtual bool IsMaterialSlotNameValid ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName ) const


description: Get whether this GeometryCache is playing or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") bool IsPlaying() const


description: Get whether this GeometryCache is playing in reverse or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") bool IsPlayingReversed() const


description: OnObjectReimported, Callback function to refresh section data and update scene proxy.

code: void OnObjectReimported ( [UGeometryCache](API\Plugins\GeometryCache\UGeometryCache) * ImportedGeometryCache )


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Pause playback of GeometryCache


description: Start playback of GeometryCache


description: Start playback of GeometryCache from the start


description: Start playback of GeometryCache in reverse


description: Start playback of GeometryCache from the end and play in reverse


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


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

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


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: ReleaseResources, clears and removes data stored/copied from GeometryCache instance

code: void ReleaseResources()


description: Set whether this GeometryCache is extrapolating frames.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") void SetExtrapolateFrames ( const bool bNewExtrapolating )


description: Change the Geometry Cache used by this instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") bool SetGeometryCache ( [UGeometryCache](API\Plugins\GeometryCache\UGeometryCache) * NewGeomCache )


description: Set whether this GeometryCache is looping or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") void SetLooping ( const bool bNewLooping )


description: Functions to override the default TickComponent

code: void SetManualTick ( bool bInManualTick )


description: Set new motion vector scale.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") void SetMotionVectorScale ( const float NewMotionVectorScale )


description: Set new playback speed for GeometryCache.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") void SetPlaybackSpeed ( const float NewPlaybackSpeed )


description: SetupTrackData Call CreateTrackSection for all tracks in the GeometryCache assigned to this object.

code: void SetupTrackData()


description: Override wireframe color?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") void SetOverrideWireframeColor ( bool bOverride )


description: Set current start time offset for GeometryCache.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") void SetStartTimeOffset ( const float NewStartTimeOffset )


description: Set the color, used when overriding the wireframe color is enabled.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") void SetWireframeOverrideColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color )


description: Stop playback of GeometryCache


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|GeometryCache") void TickAtThisTime ( const float Time, bool bInIsRunning, bool bInBackwards, bool bInIsLooping )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Updates the game thread state of a track section

code: bool UpdateTrackSection ( int32 TrackIndex, float Time )


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


description: Update the local bounds of this component based on the bounds of all the tracks in this component. This is used to accelerate CalcBounds above.

code: void UpdateLocalBounds()


className: UGeometryCacheComponent

description: GeometryCacheComponent, encapsulates a GeometryCache asset instance and implements functionality for rendering/and playback of GeometryCaches

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Rendering), HideCategories=(Object, LOD), Meta=(BlueprintSpawnableComponent)) class UGeometryCacheComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)

bExtrapolateFrames

description: Enable frame extrapolation for sub-frame sampling of non-constant topologies with imported motion vectors

bOverrideWireframeColor

description: Do we override the wireframe rendering color?

Duration

description: Duration of the animation (maximum time)

GeometryCache

description: Geometry Cache instance referenced by the component

LocalBounds

type: FBoxSphereBound...

description: Component local space bounds of geometry cache mesh

MotionVectorScale

description: Scale factor to apply to the imported motion vectors

PlayDirection

description: Play (time) direction, either -1.0f or 1.0f

TrackSections

type: TArray<FTrackR...

description: Array containing the TrackData (used for rendering) for each individual track

WireframeOverrideColor

type: FLinearColor

description: The wireframe override color.


description:
AddMatrixSample, Adds a single matrix animation sample (recalculates duration according to SampleTime)
void

code: virtual void AddMatrixSample ( const FMatrix & Matrix, const float SampleTime )


description:
FindSampleIndexFromTime uses binary search to find the closest index to Time inside Samples
const uint32

code: const uint32 FindSampleIndexFromTime ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & SampleTimes, const float Time, const bool bLooping )


description:
Get the value of the duration property.
The value of the Duration property

code: virtual float GetDuration()


description:
GetMaxSampleTime, returns the time for the last sample Not the same as the animation length since it might not start at time 0
const float

code: virtual const float GetMaxSampleTime() const


description: Return the hash of the mesh data of the track

code: virtual uint64 GetHash() const


description:
Get the mesh data for the specified time
True if the mesh data could be retrieved

code: virtual bool GetMeshDataAtTime ( float Time, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


description:
GetNumMaterials, total number of materials inside this track (depends on batches)
const uint32

code: const uint32 GetNumMaterials() const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Get the info for the sample displayed at the given time.

code: virtual const [FGeometryCacheTrackSampleInfo](API\Plugins\GeometryCache\FGeometryCacheTrackSampleInfo) & GetSampleInfo ( float Time, const bool bLooping )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


description:
Set the duration property.
void

code: virtual void SetDuration ( float NewDuration )


description:
SetMatrixSamples, Set the Matrix animation Samples
void

code: virtual void SetMatrixSamples ( const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & Matrices, const [TArray](API\Runtime\Core\Containers\TArray)< float > & SampleTimes )


description:
Note: Bounds may be sampled at a different rate than the matrixes above so they have separate sample indexes to cache.
const bool

code: virtual const bool UpdateBoundsData ( const float Time, const bool bLooping, const bool bIsPlayingBackward, int32 & InOutBoundsSampleIndex, FBox & OutBounds )


description:
UpdateMatrixData
const bool

code: virtual const bool UpdateMatrixData ( const float Time, const bool bLooping, int32 & InOutMatrixSampleIndex, FMatrix & OutWorldMatrix )


code: virtual const bool UpdateMeshData ( const float Time, const bool bLooping, int32 & InOutMeshSampleIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) *& OutMeshData )


description: Update the current time of the track

code: virtual void UpdateTime ( float Time, bool bLooping )


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


className: UGeometryCacheTrack

description: Base class for GeometryCache tracks, stores matrix animation data and implements functionality for it

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

Duration

type: float

description: The duration of this track's animation.

MatrixSamples

type: TArray< FMatrix...

description: Matrix sample data, both FMatrix and time

MatrixSampleTimes

type: TArray< float >

NumMaterials

description: Number of materials for this track


code: virtual ~UGeometryCacheTrack()


description:
Add a GeometryCacheMeshData sample to the Track
void

code: void AddMeshSample ( const [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & MeshData, const float SampleTime, bool bSameTopologyAsPrevious )


code: void AddVisibilitySample ( const bool bVisible, const float SampleTime )


description: Begin coding and set the codec to use for this track. The passed in codec object is assumed to be exclusive to this track.

code: void BeginCoding ( [UGeometryCacheCodecBase](API\Plugins\GeometryCache\UGeometryCacheCodecBase) * SetCodec, bool bForceSingleOptimization, bool bCalculateAndStoreMotionVectors, bool bOptimizeIndexBuffers )


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

code: virtual void BeginDestroy()


description: Finish up coding. Return true if the track has samples

code: bool EndCoding()


description: Find the two frames closest to the given time. InterpolationFactor gives the position of the requested time slot between the two returned frames. 0.0 => We are very close to OutFrameIndex 1.0 => We are very close to OutNextFrameIndex If bIsPlayingBackwards it will return exactly the same indexes but in the reversed order. The InterpolationFactor will also be updated accordingly

code: void FindSampleIndexesFromTime ( float Time, bool bLooping, bool bIsPlayingBackwards, int32 & OutFrameIndex, int32 & OutNextFrameIndex, float & InterpolationFactor )


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description:
FindSampleIndexFromTime uses binary search to find the closest index to Time inside Samples
const uint32

code: const uint32 FindSampleIndexFromTime ( const float Time, const bool bLooping ) const


code: const [FStreamedGeometryCacheChunk](API\Plugins\GeometryCache\FStreamedGeometryCacheChunk) & GetChunk ( int32 ChunkID ) const


code: [FStreamedGeometryCacheChunk](API\Plugins\GeometryCache\FStreamedGeometryCacheChunk) & GetChunk ( int32 ChunkID )


description: Get the CunksIds that need to be loaded to display any frames falling within the given time range.

code: void GetChunksForTimeRange ( float StartTime, float EndTime, bool Looping, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutChunkIndexes )


description: Return the hash of the mesh data of the track

code: virtual uint64 GetHash() const


description:
GetMaxSampleTime, returns the time for the last sample Not the same as the animation length since it might not start at time 0
const float

code: virtual const float GetMaxSampleTime() const


description:
Get the mesh data for the specified time
True if the mesh data could be retrieved

code: virtual bool GetMeshDataAtTime ( float Time, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Get the info for the sample with the given ID.

code: const [FGeometryCacheTrackStreamableSampleInfo](API\Plugins\GeometryCache\FGeometryCacheTrackStreamableSam-) & GetSampleInfo ( int32 SampleID ) const


description: Get the info for the sample displayed at the given time.

code: virtual const [FGeometryCacheTrackSampleInfo](API\Plugins\GeometryCache\FGeometryCacheTrackSampleInfo) & GetSampleInfo ( float Time, const bool bLooping )


code: const [FVisibilitySample](API\Plugins\GeometryCache\FVisibilitySample) & GetVisibilitySample ( float Time, const bool bLooping ) const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


description:
Set the duration property.
void

code: virtual void SetDuration ( float NewDuration )


description: Creates a totally invalidUGeometryCacheTrackStreamableinstance specially set up to be very large and then tries to serialize it to smoke-test the serialization of large assets and bulk data.

code: static void TriggerSerializationCrash()


description:
Note: Bounds may be sampled at a different rate than the matrixes above so they have separate sample indexes to cache.
const bool

code: virtual const bool UpdateBoundsData ( const float Time, const bool bLooping, const bool bIsPlayingBackward, int32 & InOutBoundsSampleIndex, FBox & OutBounds )


code: virtual const bool UpdateMeshData ( const float Time, const bool bLooping, int32 & InOutMeshSampleIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) *& OutMeshData )


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


className: UGeometryCacheTrackStreamable

description: FGeometryCacheTrackStreamableRenderResourcekeeps a reference to the track. Be sure to keep the implementation of this class valid so it properly releases the render resoruce before making any changes to this object that may affect the render thread.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CollapseCategories, HideCategories=Object, BlueprintType, Config=Engine) class UGeometryCacheTrackStreamable : public [UGeometryCacheTrack](API\Plugins\GeometryCache\UGeometryCacheTrack)

Codec

type: TObjectPtr<UGe...

description: Codec for this track

Preprocessor

type: FGeometryCacheP...


code: virtual void CacheFromCompiledData ( const [FNiagaraDataSetCompiledData](API\Plugins\Niagara\FNiagaraDataSetCompiledData) * CompiledData )


code: virtual [FNiagaraBoundsCalculator](API\Plugins\Niagara\FNiagaraBoundsCalculator) * CreateBoundsCalculator()


code: virtual [FNiagaraRenderer](API\Plugins\Niagara\FNiagaraRenderer) * CreateEmitterRenderer ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * Emitter, const [FNiagaraSystemInstanceController](API\Plugins\Niagara\FNiagaraSystemInstanceController) & InController )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > GetBoundAttributes() const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > & GetOptionalAttributes()


code: virtual void GetRendererFeedback ( const [FVersionedNiagaraEmitter](API\Plugins\Niagara\FVersionedNiagaraEmitter) & InEmitter, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraRendererFeedback](API\Plugins\Niagara\FNiagaraRendererFeedback) > & OutErrors, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraRendererFeedback](API\Plugins\Niagara\FNiagaraRendererFeedback) > & OutWarnings, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraRendererFeedback](API\Plugins\Niagara\FNiagaraRendererFeedback) > & OutInfo ) const


code: virtual void GetRendererTooltipWidgets ( const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * InEmitter, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >> & OutWidgets, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > InThumbnailPool ) const


code: virtual void GetRendererWidgets ( const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * InEmitter, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >> & OutWidgets, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > InThumbnailPool ) const


description: The icon to display in the niagara stack widget under the renderer section.

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetStackIcon() const


code: virtual void GetUsedMaterials ( const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * InEmitter, [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials ) const


code: static void InitDefaultAttributes()


code: virtual bool IsSimTargetSupported ( [ENiagaraSimTarget](API\Plugins\Niagara\ENiagaraSimTarget) InSimTarget ) const


description: When true, the renderer will be opted in to get its OnSystemComplete_GameThread overload called

code: virtual bool NeedsSystemCompletion() const


code: virtual bool NeedsMIDsForMaterials() const


description: When true, the renderer will be opted in to get its PostSystemTick_GameThread overload called

code: virtual bool NeedsSystemPostTick() const


description: In the case that we need parameters bound in that aren't Particle variables, these should be set up here so that the data is appropriately populated after the simulation.

code: virtual bool PopulateRequiredBindings ( [FNiagaraParameterStore](API\Plugins\Niagara\FNiagaraParameterStore) & InParameterStore )


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

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


code: virtual void PostInitProperties()


code: virtual void RemoveVariable ( const [FNiagaraVariableBase](API\Plugins\Niagara\FNiagaraVariableBase) & OldVariable, const [FVersionedNiagaraEmitter](API\Plugins\Niagara\FVersionedNiagaraEmitter) & InEmitter )


code: virtual void PostLoad()


code: virtual void RenameVariable ( const [FNiagaraVariableBase](API\Plugins\Niagara\FNiagaraVariableBase) & OldVariable, const [FNiagaraVariableBase](API\Plugins\Niagara\FNiagaraVariableBase) & NewVariable, const [FVersionedNiagaraEmitter](API\Plugins\Niagara\FVersionedNiagaraEmitter) & InEmitter )


code: static [UGeometryCache](API\Plugins\GeometryCache\UGeometryCache) * ResolveGeometryCache ( const [FNiagaraGeometryCacheReference](API\Plugins\GeometryCache\FNiagaraGeometryCacheReference) & Entry, const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * Emitter )


code: virtual void UpdateSourceModeDerivates ( [ENiagaraRendererSourceDataMode](API\Plugins\Niagara\ENiagaraRendererSourceDataMode) InSourceMode, bool bFromPropertyEdit )


className: UNiagaraGeometryCacheRendererProperties

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, MinimalAPI, Meta=(DisplayName="Geometry Cache Renderer")) class UNiagaraGeometryCacheRendererProperties : public [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties)

ArrayIndexAccessor

type: FNiagaraDataSet...

ArrayIndexBinding

type: FNiagaraVariabl...

description: Which attribute should we use to pick the element in the geometry cache array for this renderer? If not set, a random element will be used.

bAssignComponentsOnParticleID

type: bool

description: If true then components will not be automatically assigned to the first particle available, but try to stick to the same particle based on its unique id.

bIsLooping

description: If true, then the geometry cache keeps playing in a loop

ComponentCountLimit

description: The max number of components that this emitter will spawn or update each frame.

ElapsedTimeBinding

description: Which attribute should we use for the geometry cache's current animation time?

EnabledBinding

description: Which attribute should we use to check if rendering should be enabled?

GeometryCaches

type: TArray<FNiagar...

description: Reference to the geometry cache assets to use.

MaterialParameters

type: FNiagaraRendere...

description: If this array has entries, we will create a MaterialInstanceDynamic per Emitter instance from Material and set the Material parameters using the Niagara simulation variables listed.

PositionBinding

description: Which attribute should we use for the geometry cache position?

RendererVisibility

description: If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.

RendererVisibilityTagBinding

description: Which attribute should we use for the renderer visibility tag?

RotationBinding

description: Which attribute should we use for the geometry cache rotation?

ScaleBinding

description: Which attribute should we use for the geometry cache component scale?

SourceMode

type: ENiagaraRendere...

description: Whether or not to draw a single element for the Emitter or to draw the particles.


description: Find the two frames closest to the given time InterpolationFactor gives the position of the requested time slot between the two returned frames. 0.0 => We are very close to OutFrameIndex 1.0 => We are very close to OutNextFrameIndex If bIsPlayingBackwards it will return exactly the same indexes but in the reversed order. The InterpolationFactor will also be updated accordingly

module: GeometryCacheAbcFile

code: virtual void FindSampleIndexesFromTime ( float Time, bool bLooping, bool bIsPlayingBackwards, int32 & OutFrameIndex, int32 & OutNextFrameIndex, float & InInterpolationFactor )


description:
Get the MeshData for a given SampleIndex
true if the MeshData was retrieved successfully

code: virtual bool GetMeshData ( int32 SampleIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


description:
Get the VisibilitySample for a given time
the VisibilitySample that corresponds to the given time

code: virtual const [FVisibilitySample](API\Plugins\GeometryCache\FVisibilitySample) & GetVisibilitySample ( float Time, const bool bLooping ) const


description:
Check if the topology of two given SampleIndexes are compatible (ie. same topology)
true if the topology is the same

code: virtual bool IsTopologyCompatible ( int32 SampleIndexA, int32 SampleIndexB )


description:
Update the SampleIndex and MeshData for a given time
true if the SampleIndex and MeshData were updated

code: virtual bool UpdateMeshData ( float Time, bool bLooping, int32 & InOutMeshSampleIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


code: FGeomCacheTrackAbcFileProxy ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


className: FGeomCacheTrackAbcFileProxy

description: Track proxy that gets its data from a GeometryCacheAbcFileTrack

code: class FGeomCacheTrackAbcFileProxy : public [FGeomCacheTrackProxy](API\Plugins\GeometryCache\FGeomCacheTrackProxy)


code: FGeometryCacheAbcFileSceneProxy ( class [UGeometryCacheAbcFileComponent](API\Plugins\GeometryCacheAbcFile\UGeometryCacheAbcFileComponent) * Component )


className: FGeometryCacheAbcFileSceneProxy

description: Scene proxy that usesFGeomCacheTrackAbcFileProxy

code: class FGeometryCacheAbcFileSceneProxy : public [FGeometryCacheSceneProxy](API\Plugins\GeometryCache\FGeometryCacheSceneProxy)


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


code: void InitializeGeometryCache()


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

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


code: void ReloadAbcFile()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


className: UGeometryCacheAbcFileComponent

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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Rendering), Meta=(BlueprintSpawnableComponent, DisplayName="Geometry Cache Alembic File"), Experimental, ClassGroup=Experimental) class UGeometryCacheAbcFileComponent : public [UGeometryCacheComponent](API\Plugins\GeometryCache\UGeometryCacheComponent)

AbcSettings

type: TObjectPtr<UAb...

AlembicFilePath

type: FFilePath

ConversionSettings

type: FAbcConversionS...

GeometryCacheSettings

type: FAbcGeometryCac...

MaterialSettings

type: FAbcMaterialSet...

NormalGenerationSettings

type: FAbcNormalGener...

SamplingSettings

type: FAbcSamplingSet...


code: const int32 FindSampleIndexFromTime ( const float Time, const bool bLooping ) const


code: int32 GetEndFrameIndex() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetAbcTrackHash() const


description:
Get the mesh data for the specified time
True if the mesh data could be retrieved

code: virtual bool GetMeshDataAtTime ( float Time, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


code: bool GetMeshData ( int32 SampleIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


code: const FGeometryCacheTrackSampleInfo & GetSampleInfo &40; int32 FrameIndex &41;


description: Get the info for the sample displayed at the given time.

code: virtual const [FGeometryCacheTrackSampleInfo](API\Plugins\GeometryCache\FGeometryCacheTrackSampleInfo) & GetSampleInfo ( float Time, const bool bLooping )


code: const [FString](API\Runtime\Core\Containers\FString) & GetSourceFile() const


code: bool SetSourceFile ( const [FString](API\Runtime\Core\Containers\FString) & FilePath, class [UAbcImportSettings](API\Plugins\AlembicLibrary\UAbcImportSettings) * AbcSettings, float InitialTime, bool bIsLooping )


code: bool IsTopologyCompatible ( int32 FrameA, int32 FrameB )


code: void SetupGeometryCacheMaterials ( class [UGeometryCache](API\Plugins\GeometryCache\UGeometryCache) * GeometryCache )


description:
Note: Bounds may be sampled at a different rate than the matrixes above so they have separate sample indexes to cache.
const bool

code: virtual const bool UpdateBoundsData ( const float Time, const bool bLooping, const bool bIsPlayingBackward, int32 & InOutBoundsSampleIndex, FBox & OutBounds )


description:
UpdateMatrixData
const bool

code: virtual const bool UpdateMatrixData ( const float Time, const bool bLooping, int32 & InOutMatrixSampleIndex, FMatrix & OutWorldMatrix )


code: virtual const bool UpdateMeshData ( const float Time, const bool bLooping, int32 & InOutMeshSampleIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) *& OutMeshData )


description: Update the current time of the track

code: virtual void UpdateTime ( float Time, bool bLooping )


className: UGeometryCacheTrackAbcFile

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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CollapseCategories, HideCategories=Object, BlueprintType, Config=Engine) class UGeometryCacheTrackAbcFile : public [UGeometryCacheTrack](API\Plugins\GeometryCache\UGeometryCacheTrack)


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

module: GeometryCacheEd

code: virtual uint32 GetCategories()


description: IAssetTypeActionsImplementation.

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


description: Collects the resolved source paths for the imported assets

code: virtual void GetResolvedSourceFilePaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & TypeAssets, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutSourceFilePaths ) const


description: Get the supported class of this type.

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


description: Returns the thumbnail info for the specified asset, if it has one.

code: virtual [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo) * GetThumbnailInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


description: Returns whether the asset was imported from an external source

code: virtual bool IsImportedAsset() const


description: Returns the color associated with this type

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


description: Opens the asset editor for the specified objects. If EditWithinLevelEditor is valid, the world-centric editor will be used.

code: virtual void OpenAssetEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > EditWithinLevelEditor )


description: Type-actions class for GeometryCache assets

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


description: Assign the assigned asset to the supplied component

code: virtual bool AssignAssetToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset )


description: Get the currently assigned asset from the component

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: BeginIComponentAssetBrokerImplementation.

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


className: FGeometryCacheAssetBroker

description: AssetBroker class for GeometryCache assets

code: class FGeometryCacheAssetBroker : public [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker)


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

code: static [FGeometryCacheEdModule](API\Plugins\GeometryCacheEd\FGeometryCacheEdModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FGeometryCacheEdModule

description: The public interface to this module

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


description: FThumbnailPreviewSceneimplementation.

code: virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const


description: Sets the static mesh to use in the nextCreateView()

code: void SetGeometryCache ( [UGeometryCache](API\Plugins\GeometryCache\UGeometryCache) * GeometryCache )


className: FGeometryCacheThumbnailScene

code: class FGeometryCacheThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)


description: Constructor

code: FGeometryCacheThumbnailScene()


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


description: Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!

code: virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )


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


className: UActorFactoryGeometryCache

description: Factory class for spawning and creating GeometryCacheActors

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Editor) class UActorFactoryGeometryCache : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


description: BeginUObjectimplementation.

code: virtual void BeginDestroy()


description: Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()!

code: virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )


description: BeginUThumbnailRendererObject.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


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


description:
The current default of Realtime maintains legacy behavior, but is overally agressive / for frequent than needed for most.
ThumbnailRenderer-specific frequency for thumbnail updates

code: virtual EThumbnailRenderFrequency GetThumbnailRenderFrequency ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


className: AcquireGeometryCacheFromObjectGuid

module: GeometryCacheSequencer

code: static [UGeometryCacheComponent](API\Plugins\GeometryCache\UGeometryCacheComponent) * AcquireGeometryCacheFromObjectGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > SequencerPtr )


description: Dilation starts with a drag operation

code: virtual void BeginDilateSection()


description: Resize the section

code: virtual void BeginResizeSection()


description: New Range that's set as we Dilate

code: virtual void DilateSection ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & NewRange, float DilationFactor )


description: Slips the section by a specific factor

code: virtual void BeginSlipSection()


className: UGeometryCacheThumbnailRenderer


description: The height of the section

code: virtual float GetSectionHeight() const


description: The MovieSceneSection data being visualized

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * GetSectionObject()


description: The display name of the section in the section view

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


description:
Called when the section should be painted
The new LayerId

code: virtual int32 OnPaintSection ( [FSequencerSectionPainter](API\Editor\Sequencer\FSequencerSectionPainter) & InPainter ) const


code: virtual void ResizeSection ( ESequencerSectionResizeMode ResizeMode, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) ResizeTime )


code: virtual void SlipSection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) SlipTime )


description: Constructor.

code: FGeometryCacheSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSection, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description: Virtual destructor.

code: virtual ~FGeometryCacheSection()


className: FGeometryCacheSection

description: Class for animation sections

code: class FGeometryCacheSection : public IMeshSectionData, public [ISequencerSection](API\Editor\Sequencer\ISequencerSection), public [TSharedFromThis< FGeometryCacheSection >](API\Runtime\Core\Templates\TSharedFromThis)


code: virtual void ShutdownModule()


code: virtual void StartupModule()


className: FGeometryCacheSequencerModule

description: The public interface to this module

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

TrackEditorBindingHandle

type: FDelegateHandle


description: Builds up the object binding track menu for the outliner.

code: virtual void BuildObjectBindingTrackMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ObjectBindings, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass )


description:
Builds an edit widget for the outliner nodes which represent tracks which are edited by this editor.
The the widget to display in the outliner, or an empty shared ptr if not widget is to be displayed.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildOutlinerEditWidget ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectBinding, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * Track, const [FBuildEditWidgetParams](API\Editor\Sequencer\FBuildEditWidgetParams) & Params )


description:
Creates an instance of this class. Called by a sequencer
The new instance of this class

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerTrackEditor](API\Editor\Sequencer\ISequencerTrackEditor) > CreateTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > OwningSequencer )


description: Gets an icon brush for this track editor

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIconBrush() const


description: Called to generate a section layout for a particular section.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerSection](API\Editor\Sequencer\ISequencerSection) > MakeSectionInterface ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & SectionObject, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) & Track, [FGuid](API\Runtime\Core\Misc\FGuid) ObjectBinding )


description:
Returns whether a sequence is supported by this tool.
true if the type is supported.

code: virtual bool SupportsSequence ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence ) const


description:
Returns whether a track class is supported by this tool.
true if the type is supported.

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > TrackClass ) const


description: Constructor

code: FGeometryCacheTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description: Virtual destructor.

code: virtual ~FGeometryCacheTrackEditor()


className: FGeometryCacheTrackEditor

description: Tools for Geometry Cache tracks

code: class FGeometryCacheTrackEditor : public [FMovieSceneTrackEditor](API\Editor\Sequencer\FMovieSceneTrackEditor)


description: Cancel the scheduled read requests. Return the number of requests that were canceled

module: GeometryCacheStreamer

code: virtual int32 CancelRequests()


code: void DecrementMemoryStat ( const [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & MeshData )


className: FFrameIndexToMeshData

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< int32, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) * > FFrameIndexToMeshData


description: Get the MeshData at given FrameIndex without waiting for data to be ready Return true if MeshData could be retrieved

code: virtual bool GetFrameData ( int32 FrameIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


description: Derived class must provide a way to get the mesh data for the given FrameIndex, called from worker threads

code: void GetMeshData ( int32 FrameIndex, int32 ReadConcurrencyIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


description: Return the number of frame indices needed to be loaded

code: virtual uint32 GetNumFramesNeeded()


description: Return the memory usage and related stats for the stream

code: virtual const [FGeometryCacheStreamStats](API\Plugins\GeometryCacheStreamer\FGeometryCacheStreamStats) & GetStreamStats() const


description: Function called from main thread to prepare for GetMeshData

code: virtual void PrepareRead()


code: void LoadFrameData ( int32 FrameIndex )


code: void IncrementMemoryStat ( const [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & MeshData )


description: Prefetch NumFrames starting from the given StartFrameIndex. If no NumFrames given, prefetch the whole stream

code: virtual void Prefetch ( int32 StartFrameIndex, int32 NumFrames )


description: Request a read of the next frame as determined by the stream. Return true if the request could be handled

code: virtual bool RequestFrameData()


description: Set the memory usage limits for the stream

code: virtual void SetLimits ( float MaxMemoryAllowed, float MaxCachedDuration )


description: Updates the current position in the stream

code: void UpdateCurrentFrameIndex ( int32 FrameIndex )


code: void UpdateFramesNeeded ( int32 StartIndex, int32 NumFrames )


description: Update the status of the read requests currently in progress. Return the frame indices that were completed

code: virtual void UpdateRequestStatus ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutFramesCompleted )


code: FGeometryCacheStreamBase ( int32 ReadConcurrency, [FGeometryCacheStreamDetails](API\Plugins\GeometryCacheStreamer\FGeometryCacheStreamDetails) && Details )


code: virtual ~FGeometryCacheStreamBase()


className: FGeometryCacheStreamBase

description: Base class for GeometryCache stream for use with the GeometryCacheStreamer Besides implementing the basic functionalities expected of the stream, it implements basic memory statistics and management for use by the streamer. Derived classes need to implement a way to retrieve the mesh data for a frame through GetMeshData.

code: class FGeometryCacheStreamBase : public [IGeometryCacheStream](API\Plugins\GeometryCacheStreamer\IGeometryCacheStream)

bCancellationRequested

type: std::atomic< bo...

Details

type: FGeometryCacheS...

FramesAvailable

type: FFrameIndexToMe...

FramesAvailableLock

type: FRWLock

FramesNeeded

type: TArray< int32 >

FramesRequested

type: TArray< FGeomet...

MaxCachedDuration

type: float


className: FGeometryCacheStreamDetails

description: Details about the animation to be streamed

code: struct FGeometryCacheStreamDetails


code: int32 CancelRequests()


className: FGeometryCacheStreamStats

code: struct FGeometryCacheStreamStats


code: bool GetFrameData ( int32 FrameIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


code: uint32 GetNumFramesNeeded()


code: const [FGeometryCacheStreamStats](API\Plugins\GeometryCacheStreamer\FGeometryCacheStreamStats) & GetStreamStats() const


code: void Prefetch ( int32 StartFrameIndex, int32 NumFrames )


code: bool RequestFrameData()


code: void SetLimits ( float MaxMemoryAllowed, float MaxCachedDuration )


code: virtual ~IGeometryCacheStream()


code: void UpdateRequestStatus ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutFramesCompleted )


className: IGeometryCacheStream

description: Interface to stream GeometryCacheMeshData asynchronously from any source through the GeometryCacheStreamer

code: class IGeometryCacheStream


code: static [IGeometryCacheStreamer](API\Plugins\GeometryCacheStreamer\IGeometryCacheStreamer) & Get()


description: Return true if the given Track is registered with the Streamer

code: bool IsTrackRegistered ( [UGeometryCacheTrack](API\Plugins\GeometryCache\UGeometryCacheTrack) * Track ) const


description: Register the given Track and its associated Stream with the Streamer. The Streamer takes ownership of the Stream

code: void RegisterTrack ( [UGeometryCacheTrack](API\Plugins\GeometryCache\UGeometryCacheTrack) * Track, [IGeometryCacheStream](API\Plugins\GeometryCacheStreamer\IGeometryCacheStream) * Stream )


description: Get the MeshData for a given Track at given FrameIndex without waiting for data to be ready Return true if MeshData could be retrieved

code: bool TryGetFrameData ( [UGeometryCacheTrack](API\Plugins\GeometryCache\UGeometryCacheTrack) * Track, int32 FrameIndex, [FGeometryCacheMeshData](API\Plugins\GeometryCache\FGeometryCacheMeshData) & OutMeshData )


description: Unregister the given Track from the Streamer

code: void UnregisterTrack ( [UGeometryCacheTrack](API\Plugins\GeometryCache\UGeometryCacheTrack) * Track )


className: IGeometryCacheStreamer

description: Interface to the GeometryCache Streamer that streams data for registered GeometryCacheTracks

code: class IGeometryCacheStreamer


code: UGeometryCacheStreamerSettings()


className: UGeometryCacheStreamerSettings

description: Settings for the GeometryCache streamer

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, Meta=(DisplayName="Geometry Cache")) class UGeometryCacheStreamerSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

LookAheadBuffer

description: The amount of animation (in seconds) to stream ahead of time (per stream)

MaxMemoryAllowed

description: The maximum total amount of streamed data allowed in memory (for all streams)


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

module: GeometryCacheTracks

code: static [FGeometryCacheTracksModule](API\Plugins\GeometryCacheTracks\FGeometryCacheTracksModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


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

code: virtual void ShutdownModule()


code: FGeometryCacheTracksModule()


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

code: virtual void StartupModule()


className: FGeometryCacheTracksModule

description: The public interface to this module

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


description: Gets the animation sequence length, not modified by play rate

code: float GetSequenceLength() const


className: FMovieSceneGeometryCacheParams

bReverse

type: uint32:  1

description: Reverse the playback of the animation clip

EndFrameOffset

type: FFrameNumber

description: The offset into the end of the animation clip

FirstLoopStartFrameOffset

description: The offset for the first loop of the animation clip

GeometryCacheAsset

type: TObjectPtr<UGe...

description: The animation this section plays

PlayRate

description: The playback rate of the animation clip

StartFrameOffset

description: The offset into the beginning of the animation clip


code: FMovieSceneGeometryCacheParams()


description:
Returns the range to auto size this section to, if there is one. This defaults to the range of all the keys.
the range of this section to auto size to

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > > GetAutoSizeRange() const


description: Gets all snap times for this section

code: virtual void GetSnapTimes ( [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & OutSnapTimes, bool bGetSectionBorders ) const