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