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API > API/Plugins > API/Plugins/Chooser
| Name | FChooserPlayerSettings |
| Type | struct |
| Header File | /Engine/Plugins/Chooser/Source/Chooser/Public/ChooserTypes.h |
| Include Path | #include "ChooserTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FChooserPlayerSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers | ||
|---|---|---|---|---|---|---|
| AnimationUpdateContext | const FAnimationUpdateContext * | Experimental, this feature might be removed without warning, not for production use. | ChooserTypes.h | |||
| bForceBlendTo | bool | Experimental, this feature might be removed without warning, not for production use. | ChooserTypes.h |
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| bForceLooping | bool | Loop the animation asset, even if the asset is not set as looping. | ChooserTypes.h |
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| bIsPlayingAssetMirrored | bool | Experimental, this feature might be removed without warning, not for production use. | ChooserTypes.h |
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| BlendOption | EAlphaBlendOption | How the blend is applied over time to the bones. Common selections are linear, ease in, ease out, and ease in and out. | ChooserTypes.h |
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| BlendProfile | TObjectPtr< UBlendProfile > | Set Blend Profiles (editable in the skeleton) to determine how the blending is distributed among your character's bones. It could be used to differentiate between upper body and lower body to blend timing. | ChooserTypes.h |
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| BlendTime | float | ChooserTypes.h |
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| bMirror | bool | Set this value to mirror animations - the MirrorDataTable must also be set on the AnimNode. | ChooserTypes.h |
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| bUseInertialBlend | bool | ChooserTypes.h |
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| CurveOverrides | FAnimCurveOverrideList | List of curve values to set. | ChooserTypes.h |
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| MinDeltaTimeToForceBlendTo | float | Experimental, this feature might be removed without warning, not for production use the chooser player will continue playing an asset previously selected at time "PreviousStartTime", integrating it by the simulation "DeltaSeconds", unless the current "StartTime" is far away "MinDeltaTimeToForceBlendTo" from "PreviousStartTime": if | PreviousStartTime - StartTime | > MinDeltaTimeToForceBlendTo then bForceBlendTo = true and the chooser player will ask blend stack to blend to the same asset at a different "StartTime" | ChooserTypes.h |
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| PlaybackRate | float | Playback rate modifier | ChooserTypes.h |
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| PlayingAsset | TObjectPtr< const UObject > | Experimental, this feature might be removed without warning, not for production use Currently playing animation | ChooserTypes.h |
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| PlayingAssetAccumulatedTime | float | Experimental, this feature might be removed without warning, not for production use Currently playing animation accumulated time | ChooserTypes.h |
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| PlayingAssetBlendParameters | FVector | Experimental, this feature might be removed without warning, not for production use PlayingAsset associated BlendParameters (if PlayingAsset is a UBlendSpace) | ChooserTypes.h |
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| StartTime | float | Start offset when starting the Animation Asset. | ChooserTypes.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Serialize
(
FArchive& Ar |
ChooserTypes.h | ||
bool Serialize
(
FStructuredArchive::FSlot Slot |
ChooserTypes.h |