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Unreal Engine C++ API Reference > Plugins > AnimationSharing
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAnimationSharingManager
References
Module | AnimationSharing |
Header | /Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h |
Include | #include "AnimationSharingManager.h" |
Syntax
UCLASS&40;Config&61;Engine, defaultconfig&41;
class UAnimationSharingManager : public UObject
Variables
Type | Name | Description | |
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TArray< TObjectPtr< UAnimSharingInstance > > | PerSkeletonData | Sharing data required for the unique Skeleton setups |
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FAnimationSharingScalability | ScalabilitySettings | Platform specific scalability settings |
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TArray< TObjectPtr< const USkeleton > > | Skeletons | Array of unique skeletons, matches PerSkeletonData array entries |
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FTickAnimationSharingFunction | TickFunction | Tick function for this manager |
Functions
Type | Name | Description | |
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bool | Returns whether or not the animation sharing is enabled | |
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void | Ensures all actor data is cleared | |
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uint32 | CreateActorHandle
(
uint8 SkeletonIndex, |
Dealing with Actor data and handles |
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bool | CreateAnimationSharingManager
(
UObject* WorldContextObject, |
Create an Animation Sharing Manager using the provided Setup |
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FPerActorData * | GetActorDataByHandle
(
uint32 InHandle |
|
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uint32 | GetActorIndexFromHandle
(
uint32 InHandle |
|
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UAnimationSharingManager * | GetAnimationSharingManager
(
UObject* WorldContextObject |
Returns the AnimationSharing Manager, nullptr if none was set up |
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UAnimationSharingManager * | GetManagerForWorld
(
UWorld* InWorld |
Returns the AnimationSharing Manager for a specific UWorld, nullptr if none was set up |
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FName | ||
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const FAnimationSharingScalability & | Returns current scalability settings | |
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uint8 | GetSkeletonIndexFromHandle
(
uint32 InHandle |
|
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FTickAnimationSharingFunction & | ||
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UWorld * | GetWorld () |
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void | Initialise
(
const UAnimationSharingSetup* InSetup |
Initialize sharing data structures |
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void | RegisterActor
(
AActor* InActor, |
Registers actor with the animation sharing system |
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void | RegisterActorWithSkeleton
(
AActor* InActor, |
Registers actor with the animation sharing system according to the SharingSkeleton's sharing setup (if available) |
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void | RegisterActorWithSkeletonBP
(
AActor* InActor, |
Register an Actor with this Animation Sharing manager, according to the SharingSkeleton |
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void | SetDebugMaterial
(
USkeletalMeshComponent* Component, |
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void | SetDebugMaterialForActor
(
UAnimSharingInstance* Data, |
|
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void | SetLeaderComponentsVisibility
(
bool bVisible |
Sets the visibility of currently used Leader Pose Components |
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void | SetupPerSkeletonData
(
const FPerSkeletonAnimationSharingSetup& SkeletonSetup |
Populates all data required for a Skeleton setup |
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void | Tick
(
float DeltaTime |
|
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void | UnregisterActor
(
AActor* InActor |
Unregisters actor with the animation sharing system |
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void | Ensures all currently registered actors are removed | |
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void | UpdateSignificanceForActorHandle
(
uint32 InHandle, |
Update cached significance for registered actor |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | BeginDestroy () |
Called before destroying the object. |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | SetMasterComponentsVisibility
(
bool bVisible |
This member has been deprecated. Please use SetLeaderComponentsVisibility |