Navigation
API > API/Plugins > API/Plugins/PerformanceCaptureCore
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ASkeletalMeshActor
- ACapturePerformer
References
| Module | PerformanceCaptureCore |
| Header | /Engine/Plugins/Animation/PerformanceCaptureCore/Source/PerformanceCaptureCore/Public/CapturePerformer.h |
| Include | #include "CapturePerformer.h" |
Syntax
UCLASS (Blueprintable, Category="Performance Capture")
class ACapturePerformer : public ASkeletalMeshActor
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bEvaluateAnimation | Evaluate LiveLink animation. Set to false to pause animation. | |
| bool | bForceAllMeshesToFollowLeader | Force all skeletal meshes to follow the pose of the Controlled Skeletal Mesh. | |
| FLiveLinkSubjectName | SubjectName | LiveLink Subject Name. Must have the Animation Role Type. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
| Sets default values for this actor's properties. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Get state of LiveLink data evaluation. True = animation is updated. | ||
| FLiveLinkSubjectName | Get the LiveLink Subject Name. | ||
| void | SetEvaluateLiveLinkData
(
bool bEvaluateLinkLink |
Set the LiveLink data to update the Skeletal Mesh pose. | |
| void | SetLiveLinkSubject
(
FLiveLinkSubjectName Subject |
Set the LiveLink Subject Name. Subject must have the Animation Role Type. | |
| void | SetMocapMesh
(
USkeletalMesh* MocapMesh |
Set the Skeletal Mesh Asset of the root Skeletal Mesh. |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Called when the game starts or when spawned. | |
| void | OnConstruction
(
const FTransform& Transform |
Called when an instance of this class is placed (in editor) or spawned. | |
| void | Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay | ||
| void | Called after all the components in the Components array are registered, called both in editor and during gameplay. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |