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API > API/Plugins > API/Plugins/PoseSearch
| Name | FMemStackPoseHistory |
| Type | struct |
| Header File | /Engine/Plugins/Animation/PoseSearch/Source/Runtime/Public/PoseSearch/PoseSearchHistory.h |
| Include Path | #include "PoseSearch/PoseSearchHistory.h" |
Syntax
struct FMemStackPoseHistory : public UE::PoseSearch::IPoseHistory
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FutureEntries | TArray< FPoseHistoryEntry, TInlineAllocator< 4, TMemStackAllocator<> > > | PoseSearch/PoseSearchHistory.h | ||
| PoseHistory | const IPoseHistory * | PoseSearch/PoseSearchHistory.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddFuturePose
(
float Time, |
PoseSearch/PoseSearchHistory.h | ||
void AddFuturePose
(
float Time, |
PoseSearch/PoseSearchHistory.h | ||
void AddFutureRootBone
(
float Time, |
PoseSearch/PoseSearchHistory.h | ||
void ExtractAndAddFuturePoses
(
const UAnimationAsset* AnimationAsset, |
Experimental, this feature might be removed without warning, not for production use extracting a pose from AnimationAsset at AnimationTime and (using BlendParameters in case it's a blend space) and placing it in the FMemStackPoseHistory at IntervalTime seconds if FiniteDeltaTime is > FiniteDeltaTime a second pose will be extracted at AnimationTime - FiniteDeltaTime and placed at IntervalTime - FiniteDeltaTime (for MM to be able to calculate velocities) | PoseSearch/PoseSearchHistory.h | |
const IPoseHistory * GetThisOrPoseHistory() |
PoseSearch/PoseSearchHistory.h | ||
void Init
(
const IPoseHistory* InPoseHistory |
PoseSearch/PoseSearchHistory.h |
Overridden from IPoseHistory
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| PoseSearch/PoseSearchHistory.h | |||
virtual void DebugDraw
(
FAnimInstanceProxy& AnimInstanceProxy, |
PoseSearch/PoseSearchHistory.h | ||
virtual void GenerateTrajectory
(
const UObject* AnimContext, |
Experimental, this feature might be removed without warning, not for production use. | PoseSearch/PoseSearchHistory.h | |
virtual const FBoneToTransformMap & GetBoneToTransformMap() |
PoseSearch/PoseSearchHistory.h | ||
virtual const TConstArrayView< FName > GetCollectedCurves() |
PoseSearch/PoseSearchHistory.h | ||
virtual bool GetCurveValueAtTime
(
float Time, |
PoseSearch/PoseSearchHistory.h | ||
virtual const FPoseHistoryEntry & GetEntry
(
int32 EntryIndex |
PoseSearch/PoseSearchHistory.h | ||
virtual int32 GetNumEntries() |
PoseSearch/PoseSearchHistory.h | ||
virtual const FPoseIndicesHistory * GetPoseIndicesHistory() |
PoseSearch/PoseSearchHistory.h | ||
virtual const FTransformTrajectory & GetTrajectory () |
For review: Here we are just changing the return type to force users to update immediately. | PoseSearch/PoseSearchHistory.h | |
virtual float GetTrajectorySpeedMultiplier() |
PoseSearch/PoseSearchHistory.h | ||
virtual bool GetTransformAtTime
(
float Time, |
Returns transform of the the skeleton bone index BoneIndexType (encoded as FBoneIndexType) relative to the transform of ReferenceBoneIndexType: if ReferenceBoneIndexType is 0 (RootBoneIndexType), OutBoneTransform is in root bone space if ReferenceBoneIndexType is FBoneIndexType(-1) (ComponentSpaceIndexType), OutBoneTransform is in component space if ReferenceBoneIndexType is FBoneIndexType(-2) (WorldSpaceIndexType), OutBoneTransform is in world space | PoseSearch/PoseSearchHistory.h | |
virtual bool IsEmpty() |
PoseSearch/PoseSearchHistory.h | ||
virtual void SetTrajectory
(
const FTransformTrajectory& InTrajectory, |
Experimental, this feature might be removed without warning, not for production use. | PoseSearch/PoseSearchHistory.h |