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API > API/Plugins > API/Plugins/AnimNext
References
| Module | AnimNext |
| Header | /Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/GenerationTools.h |
| Include | #include "GenerationTools.h" |
Syntax
class FGenerationTools
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CalculateDifferenceFromParentLOD
(
int32 LODIndex, |
Calculate the bone indexes difference from LOD0 for LODIndex. | |
| bool | CheckExcludedBones
(
const int32 NumLODs, |
For each LOD : Check the excluded bones in LOD(N) contain all the bones excluded in LOD(N-1) | |
| bool | CheckSkeletalAllMeshSocketsAlwaysAnimate
(
const USkeletalMesh* SkeletalMesh |
Checks if all sockets of a skeletal mesh are set to always animate, as it is a requirement for generating a single reference pose, where the local space pose and the component space pose use the same bone indexes | |
| void | ConvertLocalSpaceToComponentSpace
(
TConstArrayView< FBoneIndexType > InParentIndices, |
Converts a local space to component space buffer given a number of required bones. | |
| void | DifferenceBoneIndexArrays
(
const TArray< FBoneIndexType >& A, |
Utility for taking two arrays of bone indices, which must be strictly increasing, and finding the A - B. | |
| void | FixLODRequiredBones
(
const int32 NumLODs, |
Check the required bones in LOD(N) are required in LOD(N-1) and add missing bones at LOD(N-1), to enable fast path on malformed LODs | |
| void | GenerateLODData
(
const USkeletalMeshComponent* SkeletalMeshComponent, |
For each LOD > 0: Retrieve RequiredBones Compute ExcludedBones versus LOD0 and PreviousLOD | |
| bool | GenerateOrderedBoneList
(
const USkeletalMesh* SkeletalMesh, |
For each LOD : Generates an unified list of bones, in LOD order (if possible) Returns true if the unified list could be created, false otherwise | |
| void | GenerateRawLODData
(
const USkeletalMeshComponent* SkeletalMeshComponent, |
Generates the full list of bones required by a LOD, based on the SkeletalRetrieve RequiredBones Compute ExcludedBones versus LOD0 and PreviousLOD Remove ExcludedBonesFromPrevLOD from BonesInAllLODS | |
| bool | GenerateReferencePose
(
const USkeletalMeshComponent* SkeletalMeshComponent, |
Generates the reference pose data from a SkeletalMeshComponent and / or Skeletal Mesh asset If no SkeletalMeshComponent is passed, the reference pose will not exclude invisible bones and will not include shadow shapes required bones If no SkeletalMesh asset is passed, there will be no generation | |
| void | RemapAttributes
(
const FLODPose& LODPose, |
Converts AnimNext attributes to AnimBP attributes. | |
| void | RemapAttributes
(
const FLODPose& LODPose, |
Converts AnimNext attributes to AnimBP attributes. | |
| void | Converts AnimBP pose to AnimNext Pose This function expects both poses to have the same LOD (number of bones and indexes) The target pose should be assigned to the correct reference pose prior to this call | ||
| void | Converts AnimNext pose to AnimBP Pose This function expects both poses to have the same LOD (number of bones and indexes) The target pose should be assigned to the correct reference pose prior to this call | ||
| void | RemapPose
(
const FLODPose& SourcePose, |
Converts AnimNext pose to local space transform array This function expects the output pose to have the same or a greater number of bones (as it may be being calculated for a lower LOD) The target pose should be assigned to the correct reference pose prior to this call, as transforms will not be filled in by this call if they are not affected by the current LOD. |