Navigation
API > API/Plugins > API/Plugins/ACLPlugin
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAnimBoneCompressionCodec
- UAnimBoneCompressionCodec_ACLBase
- UAnimBoneCompressionCodec_ACLDatabase
References
| Module | ACLPlugin |
| Header | /Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h |
| Include | #include "AnimBoneCompressionCodec_ACLDatabase.h" |
Syntax
UCLASS&40;MinimalAPI, Config&61;Engine, Meta&61;&40;DisplayName&61;"Anim Compress ACL Database"&41;&41;
class UAnimBoneCompressionCodec_ACLDatabase : public UAnimBoneCompressionCodec_ACLBase
Remarks
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++.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< UAnimationCompressionLibraryDatabase > | DatabaseAsset | The database asset that will hold the compressed animation data. | |
| TArray< TObjectPtr< class USkeletalMesh > > | OptimizationTargets | The skeletal meshes used to estimate the skinning deformation during compression. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAnimBoneCompressionCodec_ACLDatabase
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | GetCompressionSettings
(
acl::compression_settings& OutSettings, |
Part code - Epic Games Begin | |
| TArray< class USkeletalMesh * > | Part code - Epic Games End |
Overridden from UAnimBoneCompressionCodec_ACLBase
| Type | Name | Description | |
|---|---|---|---|
| void | RegisterWithDatabase
(
const FCompressibleAnimData& CompressibleAnimData, |
||
| bool | UseDatabase () |
UAnimBoneCompressionCodec_ACLBase implementation. |
Overridden from UAnimBoneCompressionCodec
| Type | Name | Description | |
|---|---|---|---|
| TUniquePtr< ICompressedAnimData > | UAnimBoneCompressionCodec implementation. | ||
| void | ByteSwapIn
(
ICompressedAnimData& AnimData, |
Handles Byte-swapping incoming animation data from a MemoryReader | |
| void | ByteSwapOut
(
ICompressedAnimData& AnimData, |
Handles Byte-swapping outgoing animation data to an array of BYTEs | |
| void | DecompressBone
(
FAnimSequenceDecompressionContext& DecompContext, |
Decompress a single bone. | |
| void | DecompressPose
(
FAnimSequenceDecompressionContext& DecompContext, |
Decompresses all the specified bone tracks. | |
| void | PopulateDDCKey
(
const UE::Anim::Compression::FAnimDDCKeyArgs& KeyArgs, |
Part code - Epic Games Begin |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetPreloadDependencies
(
TArray< UObject* >& OutDeps |
UObject. | |
| void | PreSave
(
FObjectPreSaveContext SaveContext |
Presave function. |