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API > API/Plugins > API/Plugins/AnimationLocomotionLibraryRuntim-
Library of techniques for driving animations by distance metrics rather than by time. These techniques can be effective at compensating for differences between character movement and authored motion in the animations. Distance Matching effectively changes the play rate of the animation to keep the feet from sliding. It's common to clamp the resulting play rate to avoid animations playing too slow or too fast and to use techniques such as Stride Warping to make up the difference.
| Name | UAnimDistanceMatchingLibrary |
| Type | class |
| Header File | /Engine/Plugins/Animation/AnimationLocomotionLibrary/Source/Runtime/Public/AnimDistanceMatchingLibrary.h |
| Include Path | #include "AnimDistanceMatchingLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class UAnimDistanceMatchingLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UAnimDistanceMatchingLibrary
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FSequenceEvaluatorReference AdvanceTimeByDistanceMatching
(
const FAnimUpdateContext& UpdateContext, |
Advance the sequence evaluator forward by distance traveled rather than time. | AnimDistanceMatchingLibrary.h |
|
static FSequenceEvaluatorReference DistanceMatchToTarget
(
const FSequenceEvaluatorReference& SequenceEvaluator, |
Set the time of the sequence evaluator to the point in the animation where the distance curve matches the DistanceToTarget input. | AnimDistanceMatchingLibrary.h |
|
static FSequencePlayerReference SetPlayrateToMatchSpeed
(
const FSequencePlayerReference& SequencePlayer, |
Set the play rate of the sequence player so that the speed of the animation matches in-game movement speed. | AnimDistanceMatchingLibrary.h |
|