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API > API/Plugins > API/Plugins/AnimNext
References
| Module | AnimNext |
| Header | /Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/DataRegistry.h |
| Include | #include "DataRegistry.h" |
Syntax
class FDataRegistry
Remarks
Global registry of animation data Holds ref counted data that gets released when the last DataHandle of that element goes out of scope Calling public functions from multiple threads is expected. Data races are guarded by a FRWLock. TODO : Memory management will have to be implemented to avoid fragmentation and performance reasons
Functions
| Type | Name | Description | |
|---|---|---|---|
| FDataHandle | AllocateData
(
const int32 NumElements, |
Allocates memory for a type, initialized with the default constructor (with optional passed arguments) Returns a refcounted animation data handle Allocated memory will be released once the refcount reaches 0 | |
| FDataRegistry * | Get () |
Access the global registry. | |
| FDataHandle | GetOrGenerateReferencePose
(
USkeletalMeshComponent* SkeletalMeshComponent |
Returns a ref counted handle to the refence pose of the given skeletal mesh component. | |
| FDataHandle | GetRegisteredData
(
const FName& Id |
Obtains the data hanle for the passed Id, if it exists. | |
| FDataHandle | PreAllocateMemory
(
const int32 NumElements |
Allocates uninitialized memory for a type (leaving the initialization to the caller) Returns a refcounted animation data handle Allocated memory will be released once the refcount reaches 0 | |
| void | RegisterData
(
const FName& Id, |
Registers an anim data handle with arbitrary data using an FName Note that AnimDataHandles are refcounted, so this makes them permanent until unregistered | |
| void | RegisterDataType
(
int32 AllocationBlockSize |
Registers a type and sets the desired preallocation block size If a type is allocated without registering, a default block size of 32 will be used | |
| FDataHandle | RegisterReferencePose
(
USkeletalMeshComponent* SkeletalMeshComponent |
Generates and registers a reference pose for the SkeletalMesh asset of the SkeletalMeshComponent and modifies it with the additional required bones or the visibility state of the bones of the SkeletalMeshComponent | |
| void | RemoveReferencePose
(
USkeletalMeshComponent* SkeletalMeshComponent |
Removes a previously registered reference pose for the given SkeletalMeshComponent. | |
| void | UnregisterData
(
const FName& Id |
Unregisters a previously registered anim data handle. |
Typedefs
| Name | Description |
|---|---|
| DestroyFnSignature |
Constants
| Name | Description |
|---|---|
| DEFAULT_BLOCK_SIZE |