Navigation
API > API/Editor > API/Editor/AnimationModifiers
| Name | UAnimationModifier |
| Type | class |
| Header File | /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h |
| Include Path | #include "AnimationModifier.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, Config=Editor, defaultconfig)
class UAnimationModifier : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimationModifier
Derived Classes
UAnimationModifier derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimationModifier() |
AnimationModifier.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| AnimationModifiersAssignment | TCHAR | AnimationModifier.h | |
| AnimationModifiersDelimiter | TCHAR | AnimationModifier.h | |
| AnimationModifiersTag | const FName | AnimationModifier.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bReapplyPostOwnerChange | bool | If this is set to true then the animation modifier will call it's reapply function after any change made to the owning asset. | AnimationModifier.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CurrentAnimSequence | UAnimSequence * | These value were not set during OnRevert, prefer to use the input from OnApply() or OnRevert() | AnimationModifier.h | |
| CurrentSkeleton | USkeleton * | AnimationModifier.h | ||
| RevisionGuid | FGuid | * On class-default-objects, this is the latest revision GUID | AnimationModifier.h | |
| StoredNativeRevision | int32 | This holds the latest value returned by UpdateNativeRevisionGuid during the last PostLoad (changing this value will invalidate the GUIDs for all instances) | AnimationModifier.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyToAnimationSequence
(
UAnimSequence* AnimSequence |
Applying and reverting the modifier for the given Animation Sequence | AnimationModifier.h | |
bool CanRevert
(
IInterface_AssetUserData* AssetUserDataInterface |
Returns whether or not this modifier can be reverted, which means it will have to been applied to the given AnimationSequence | AnimationModifier.h | |
FGuid GetLatestRevisionGuid() |
Get the latest revision GUID of this modifier class. | AnimationModifier.h | |
bool HasLegacyPreviousAppliedModifierOnSkeleton() |
Check if this Modifier On Skeleton has PreviouslyAppliedModifier_DEPRECATED from previous version. | AnimationModifier.h | |
bool IsCurrentlyApplyingModifier() |
Whether or not this modifier is in the process of being applied to an Animation Asset | AnimationModifier.h | |
bool IsLatestRevisionApplied
(
IInterface_AssetUserData* AssetUserDataInterface |
Whether or not the latest compiled version of the blueprint is applied for this instance | AnimationModifier.h | |
void OnApply
(
UAnimSequence* AnimationSequence |
Executed when the Animation is initialized (native event for debugging / testing purposes) | AnimationModifier.h |
|
virtual void OnApply_Implementation
(
UAnimSequence* AnimationSequence |
AnimationModifier.h |
|
|
void OnRevert
(
UAnimSequence* AnimationSequence |
AnimationModifier.h |
|
|
virtual void OnRevert_Implementation
(
UAnimSequence* AnimationSequence |
AnimationModifier.h |
|
|
virtual void PostInitProperties() |
AnimationModifier.h | ||
virtual void PostLoad() |
AnimationModifier.h | ||
void RemoveLegacyPreviousAppliedModifierOnSkeleton
(
USkeleton* Skeleton |
Mark this modifier on skeleton as reverted (affect CanRevert, IsLatestRevisionApplied) | AnimationModifier.h | |
void RevertFromAnimationSequence
(
UAnimSequence* AnimSequence |
AnimationModifier.h | ||
virtual void Serialize
(
FArchive& Ar |
AnimationModifier.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ExecuteOnApply
(
UAnimSequence* InAnimSequence |
AnimationModifier.h | ||
void ExecuteOnRevert
(
UAnimSequence* InAnimSequence |
AnimationModifier.h | ||
const UAnimSequence * GetAnimationSequence() |
Derived class accessors to skeleton and anim sequence. | AnimationModifier.h | |
virtual int32 GetNativeClassRevision() |
Used for natively updating the revision GUID, fairly basic and relies on config files currently | AnimationModifier.h | |
const USkeleton * GetSkeleton() |
AnimationModifier.h | ||
void UpdateCompressedAnimationData() |
Checks if the animation data has to be re-baked / compressed and does so | AnimationModifier.h | |
void UpdateNativeRevisionGuid() |
AnimationModifier.h | ||
void UpdateRevisionGuid
(
UClass* ModifierClass |
Updating of blueprint and native GUIDs | AnimationModifier.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ApplyToAll
(
TSubclassOf< UAnimationModifier > ModifierSubClass, |
Applies all instances of the provided Modifier class to its outer Animation Sequence | AnimationModifier.h | |
static void GetAssetRegistryTagsForAppliedModifiersFromSkeleton
(
FAssetRegistryTagsContext Context |
Get Asset Registry tags for applied modifiers from skeleton | AnimationModifier.h | |
static void LoadModifierReferencers
(
TSubclassOf< UAnimationModifier > ModifierSubClass |
AnimationModifier.h |