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UAnimSequence * |
AdditiveAnimationSequence |
Animation Sequence that is used for Additive States |
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FInstanceStack< FAdditiveAnimationInstance > |
AdditiveInstanceStack |
Additive actors data structure |
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TArray< float > |
AnimationLengths |
Length of the animations used for an on-demand state, array as it could contain different animation permutations |
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bool |
bIsAdditive |
Flag whether or not this state is an additive state |
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bool |
bIsOnDemand |
Flag whether or not this state is an on-demand state, this means that we kick off a unique animation when needed |
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float |
BlendTime |
Duration of blending when blending to this state |
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bool |
bReturnToPreviousState |
Flag whether or not we should return to the previous state, only used when this state is an on-demand one |
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bool |
bShouldForwardToState |
Flag whether or not ForwardStateValue should be used hwen the animation has finished |
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TArray< USkeletalMeshComponent * > |
Components |
Components setup to play animations for this state |
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uint32 |
CurrentFrameOnDemandIndex |
This is (re-)set every frame, and allows for quickly finding an on-demand instance which was setup this frame |
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TBitArray |
FollowerTickRequiredFrameBits |
Bits keeping track whether or not any of the follower components requires the leader component to tick |
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uint8 |
ForwardStateValue |
State value to which the actors part of an FOnDemandInstance should be set to when its animation has finished |
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TBitArray |
InUseComponentFrameBits |
Bits keeping track which of the components are in-use, in case of On Demand state this is managed by FOnDemandInstance, otherwise we clear and populate the flags each frame |
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TBitArray |
PreviousInUseComponentFrameBits |
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uint8 |
StateEnumValue |
Enum value linked to this state |
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float |
WiggleTime |
Number of 'wiggle' frames, this is used when we run out of available entries in Components, if one of the FOnDemandInstance has started NumWiggleFrames ago or earlier, it is used instead of a brand new one |