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Proxy struct for public variables held on the component TODO: Instead of a dirty flag bitfield (and copying parameters), with some minor refactoring of RigVM external variables we could switch this to use a double-buffered external variables array too, so each write to a variable from the game thread would just write to the current 'GT-side' buffer, then update the external variable ptr to point to the 'latest' version written Then when it comes to swap buffers before WT execution, we just swap the ptrs for the external variables and dont have to copy.
| Name | FAnimNextPublicVariablesProxy |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/Component/AnimNextPublicVariablesProxy.h |
| Include Path | #include "Component/AnimNextPublicVariablesProxy.h" |
Syntax
USTRUCT ()
struct FAnimNextPublicVariablesProxy
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsDirty | bool | Global dirty flag. | Component/AnimNextPublicVariablesProxy.h | |
| Data | FInstancedPropertyBag | Proxy public variables. | Component/AnimNextPublicVariablesProxy.h | |
| DirtyFlags | TBitArray | Dirty flags for each public variable. | Component/AnimNextPublicVariablesProxy.h | |
| FAnimNextModuleInstance | friend | Component/AnimNextPublicVariablesProxy.h | ||
| UAnimNextComponent | friend | Component/AnimNextPublicVariablesProxy.h |