Navigation
API > API/Plugins > API/Plugins/AnimToTexture
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDataAsset
- UPrimaryDataAsset
- UAnimToTextureDataAsset
References
Module | AnimToTexture |
Header | /Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTexture/Public/AnimToTextureDataAsset.h |
Include | #include "AnimToTextureDataAsset.h" |
Syntax
UCLASS&40;Blueprintable, BlueprintType&41;
class UAnimToTextureDataAsset : public UPrimaryDataAsset
Variables
Type | Name | Description | |
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int32 | AnimationIndex | AnimationIndex Index of the animation to play. |
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TArray< FAnimToTextureAnimInfo > | Animations | |
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TArray< FAnimToTextureAnimSequenceInfo > | AnimSequences | |
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FName | AttachToSocket | Bone used for Rigid Binding. |
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bool | bAutoPlay | Material Layer Static Switches AutoPlay will use Engine Time for driving the animation. |
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bool | bEnforcePowerOfTwo | Enforce Power Of Two on texture resolutions. |
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FVector3f | BoneMinBBox | |
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TSoftObjectPtr< UTexture2D > | BonePositionTexture | Texture for storing bone positions This is only used on Bone Mode |
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TSoftObjectPtr< UTexture2D > | BoneRotationTexture | Texture for storing bone rotations This is only used on Bone Mode |
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int32 | BoneRowsPerFrame | |
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FVector3f | BoneSizeBBox | |
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int32 | BoneWeightRowsPerFrame | |
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TSoftObjectPtr< UTexture2D > | BoneWeightTexture | Texture for storing vertex/bone weighting This is only used on Bone Mode |
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int32 | Frame | Frame to play When not using AutoPlay, user is responsible of setting the frame. |
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int32 | MaxHeight | Texture Max resolution of the texture. A smaller size will be used if the data fits. |
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int32 | MaxWidth | Max resolution of the texture. A smaller size will be used if the data fits. |
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EAnimToTextureMode | Mode | Storage Mode. |
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EAnimToTextureNumBoneInfluences | NumBoneInfluences | Number of Bone Influences for deformation. |
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int32 | NumBones | Total Number of Bones |
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int32 | NumDriverTriangles | Number of Driver Triangles Each StaticMesh Vertex will be influenced by N SkeletalMesh (Driver) Triangles. |
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int32 | NumFrames | Info Total Number of Frames in all animations |
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EAnimToTexturePrecision | Precision | Texture Precision |
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FTransform | RootTransform | Animation Adds transformation to baked textures. |
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float | SampleRate | |
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float | Sigma | Inverse Distance Weighting This exponent value will be used for computing weights for the DriverTriangles. |
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int32 | SkeletalLODIndex | SkeletalMesh LOD to bake. |
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TSoftObjectPtr< USkeletalMesh > | SkeletalMesh | SkeletalMesh to bake animations from. |
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int32 | StaticLODIndex | StaticMesh LOD to bake to. |
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TSoftObjectPtr< UStaticMesh > | StaticMesh | StaticMesh to bake to. |
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int32 | UVChannel | StaticMesh UVChannel Index for storing vertex information. |
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FVector3f | VertexMinBBox | |
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TSoftObjectPtr< UTexture2D > | VertexNormalTexture | Texture for storing vertex normals This is only used on Vertex Mode |
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TSoftObjectPtr< UTexture2D > | VertexPositionTexture | Texture for storing vertex positions This is only used on Vertex Mode |
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int32 | VertexRowsPerFrame | |
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FVector3f | VertexSizeBBox |
Functions
Type | Name | Description | |
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UTexture2D * | ||
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UTexture2D * | ||
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UTexture2D * | ||
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USkeletalMesh * | ||
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UStaticMesh * | ||
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AssetType * | GetAsset
(
const TSoftObjectPtr< AssetType >& AssetPointer |
If we weren't in a plugin, we could unify this in a base class. |
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UTexture2D * | ||
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UTexture2D * | ||
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UTexture2D * | ||
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int32 | GetIndexFromAnimSequence
(
const UAnimSequence* Sequence |
Finds AnimSequence Index in the Animations Array. |
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USkeletalMesh * | ||
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UStaticMesh * | ||
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UTexture2D * | ||
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UTexture2D * | ||
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void | ResetInfo () |