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API > API/Plugins > API/Plugins/AnimToTextureEditor
Converts a series of animation frames into a Vertex Animation Texture (VAT)
The texture can store Vertex positions and normals or Bone positions and rotations.
| Name | UAnimToTextureBPLibrary |
| Type | class |
| Header File | /Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h |
| Include Path | #include "AnimToTextureBPLibrary.h" |
Syntax
UCLASS ()
class UAnimToTextureBPLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UAnimToTextureBPLibrary
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimToTextureBPLibrary
(
const FObjectInitializer& ObjectInitializer |
AnimToTextureBPLibrary.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bGenerateLightmapUVs | const int32 const int32 bool | AnimToTextureBPLibrary.h | ||
| LightmapIndex | const int32 const int32 | AnimToTextureBPLibrary.h | ||
| LODIndex | const int32 | AnimToTextureBPLibrary.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool CheckDataAsset
(
const UAnimToTextureDataAsset* DataAsset, |
Runs some validations for the assets in DataAsset Returns false if there is any problems with the data, warnings will be printed in Log | AnimToTextureBPLibrary.h | |
static UStaticMesh * ConvertSkeletalMeshToStaticMesh
(
USkeletalMesh* SkeletalMesh, |
Utility for converting SkeletalMesh into a StaticMesh | AnimToTextureBPLibrary.h |
|
static bool CreateUVChannel
(
UStaticMesh* StaticMesh, |
Creates UV Coord with vertices | AnimToTextureBPLibrary.h | |
static bool FindBestResolution
(
const int32 NumFrames, |
Returns best resolution for the given data. Returns false if data doesnt fit in the the max range | AnimToTextureBPLibrary.h | |
static int32 GetAnimationFrameRange
(
const FAnimToTextureAnimSequenceInfo& Animation, |
Returns Start, EndFrame and NumFrames in Animation. | AnimToTextureBPLibrary.h | |
static int32 GetBonePositionsAndRotations
(
const USkeletalMeshComponent* SkeletalMeshComponent, |
Gets Bone Position and Rotations for Current Pose. | AnimToTextureBPLibrary.h | |
static int32 GetRefBonePositionsAndRotations
(
const USkeletalMesh* SkeletalMesh, |
Gets RefPose Bone Position and Rotations. | AnimToTextureBPLibrary.h | |
static void GetVertexDeltasAndNormals
(
const USkeletalMeshComponent* SkeletalMeshComponent, |
Get Vertex and Normals from Current Pose The VertexDelta is returned from the RefPose | AnimToTextureBPLibrary.h | |
| Normalizes Positions and Rotations between [0-1] with Bounding Box. | AnimToTextureBPLibrary.h | ||
| Normalizes Deltas and Normals between [0-1] with Bounding Box. | AnimToTextureBPLibrary.h | ||
static void SetBoundsExtensions
(
UStaticMesh* StaticMesh, |
Sets Static Mesh Bound Extensions | AnimToTextureBPLibrary.h | |
static void SetFullPrecisionUVs
(
UStaticMesh* StaticMesh, |
Sets Static Mesh FullPrecisionUVs Property | AnimToTextureBPLibrary.h | |
static static UPARAM
(
DisplayName |
Bakes Animation Data into Textures. | AnimToTextureBPLibrary.h |
|
static static UPARAM
(
DisplayName |
Utility for setting a StaticMesh LightMapIndex. | AnimToTextureBPLibrary.h |
|
static void UpdateMaterialInstanceFromDataAsset
(
const UAnimToTextureDataAsset* DataAsset, |
Updates a material's parameters to match those of an AnimToTexture DataAsset | AnimToTextureBPLibrary.h |
|