Navigation
API > API/Plugins > API/Plugins/PerformanceCaptureCore
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UPerformerComponent
References
| Module | PerformanceCaptureCore |
| Header | /Engine/Plugins/Animation/PerformanceCaptureCore/Source/PerformanceCaptureCore/Public/PerformerComponent.h |
| Include | #include "PerformerComponent.h" |
Syntax
UCLASS (BlueprintType, DisplayName="Performer Component", ClassGroup=("Performance Capture"),
Meta=(BlueprintSpawnableComponent))
class UPerformerComponent : public UActorComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bEvaluateAnimation | Evaluate LiveLink animation. Set to false to pause animation. | |
| bool | bForceOtherMeshesToFollowControlledMesh | Force all other skeletal meshes in the Owner Actor to follow the pose of the Controlled Skeletal Mesh. | |
| FComponentReference | ControlledSkeletalMesh | The Skeletal Mesh driven by the LiveLink subject. | |
| FLiveLinkSubjectName | SubjectName | LiveLink Subject Name. Must have the Animation Role Type. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
| Sets default values for this component's properties. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Get the LiveLink Evaluation State. Subject must have the Animation Role Type. | ||
| FLiveLinkSubjectName | Get the LiveLink Subject Name. | ||
| void | |||
| 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. |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | DestroyComponent
(
bool bPromoteChildren |
Unregister the component, remove it from its outer Actor's Components array and mark for pending kill. | |
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | TickComponent
(
float DeltaTime, |
Called every frame. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |