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Uses the open source Animation Compression Library with default settings and database support. The referenced database can be used to strip the least important keyframes on a per platform basis or they can be streamed in/out on demand through Blueprint or C++.
| Name | UAnimBoneCompressionCodec_ACLDatabase |
| Type | class |
| Header File | /Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h |
| Include Path | #include "AnimBoneCompressionCodec_ACLDatabase.h" |
Syntax
UCLASS (MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL Database"))
class UAnimBoneCompressionCodec_ACLDatabase : public UAnimBoneCompressionCodec_ACLBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimBoneCompressionCodec → UAnimBoneCompressionCodec_ACLBase → UAnimBoneCompressionCodec_ACLDatabase
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimBoneCompressionCodec_ACLDatabase
(
const FObjectInitializer& ObjectInitializer |
AnimBoneCompressionCodec_ACLDatabase.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DatabaseAsset | TObjectPtr< UAnimationCompressionLibraryDatabase > | The database asset that will hold the compressed animation data. | AnimBoneCompressionCodec_ACLDatabase.h |
|
| OptimizationTargets | TArray< TObjectPtr< class USkeletalMesh > > | The skeletal meshes used to estimate the skinning deformation during compression. | AnimBoneCompressionCodec_ACLDatabase.h |
|
Functions
Public
Overridden from UAnimBoneCompressionCodec_ACLBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetCompressionSettings
(
const ITargetPlatform* TargetPlatform, |
AnimBoneCompressionCodec_ACLDatabase.h | ||
virtual TArray< class USkeletalMesh * > GetOptimizationTargets() |
AnimBoneCompressionCodec_ACLDatabase.h | ||
virtual void PostCompression
(
const FCompressibleAnimData& CompressibleAnimData, |
UAnimBoneCompressionCodec_ACLBase implementation. | AnimBoneCompressionCodec_ACLDatabase.h |
Overridden from UAnimBoneCompressionCodec
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TUniquePtr< ICompressedAnimData > AllocateAnimData() |
UAnimBoneCompressionCodec implementation. | AnimBoneCompressionCodec_ACLDatabase.h | |
virtual void ByteSwapIn
(
ICompressedAnimData& AnimData, |
AnimBoneCompressionCodec_ACLDatabase.h | ||
virtual void ByteSwapOut
(
ICompressedAnimData& AnimData, |
AnimBoneCompressionCodec_ACLDatabase.h | ||
virtual void DecompressBone
(
FAnimSequenceDecompressionContext& DecompContext, |
AnimBoneCompressionCodec_ACLDatabase.h | ||
virtual void DecompressPose
(
FAnimSequenceDecompressionContext& DecompContext, |
AnimBoneCompressionCodec_ACLDatabase.h | ||
virtual void PopulateDDCKey
(
const UE::Anim::Compression::FAnimDDCKeyArgs& KeyArgs, |
UAnimBoneCompressionCodec implementation. | AnimBoneCompressionCodec_ACLDatabase.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| UObject. | AnimBoneCompressionCodec_ACLDatabase.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
AnimBoneCompressionCodec_ACLDatabase.h |