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Unreal Engine C++ API Reference > Runtime
Classes
Type | Name | Description | |
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FAimConstraintDescription | A description of how to apply aim constraint | |
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FAxis | Axis to represent direction | |
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FBoneIndexBase | ||
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FBoneIndexWithOperators | ||
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FBoneWeight | ||
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FBoneWeightNullAdapter | A null adapter for a bone weight container to use with TBoneWeights. | |
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FBoneWeights | A simple container for per-vertex influence of bones and their weights. | |
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FBoneWeightsSettings | ||
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FCCDIKChainLink | Transient structure for CCDIK node evaluation | |
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FCompactPoseBoneIndex | This represents a compact pose bone index. A compact pose is held by a bone container and can have a different ordering than either the skeleton or skeletal mesh. | |
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FConstraintData | Constraint Data that is contained in Node Datat You can have as many of these per node | |
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FConstraintDescription | A description of how to apply a simple transform constraint | |
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FConstraintDescriptionEx | A description of how to apply a simple transform constraint | |
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FConstraintDescriptor | Constraint data container. | |
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FConstraintOffset | This is the offset for constraint | |
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FEulerTransform | ||
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FFABRIKChainLink | Controller which implements the FABRIK IK approximation algorithm - see http://andreasaristidou.com/publications/FABRIK.pdf for details Transient structure for FABRIK node evaluation Transient structure for FABRIK node evaluation | |
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FFilterOptionPerAxis | Filter Option Per AxisThis is used to filter per axis for constraint options | |
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FMeshPoseBoneIndex | This represents a skeletal mesh bone index which may differ from the skeleton bone index it corresponds to. | |
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FNodeChain | A chain of nodes in a hierarchy | |
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FNodeHierarchyData | Hierarchy of nodes | |
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FNodeHierarchyWithUserData | ||
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FNodeObject | A node in a named hierarchy | |
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FSkeletonPoseBoneIndex | This represents a skeleton bone index which may differ from the skeletal mesh bone index it corresponds to. | |
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FTransformConstraint | ||
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FTransformConstraintDescription | A description of how to apply a simple transform constraint | |
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FTransformFilter | A filter for a whole transform | |
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FTransformNoScale | ||
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TBoneWeights | A templated collection of bone weights algorithms. | |
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TCompactPoseBoneIndexMapKeyFuncs | ||
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UAnimationDataSourceRegistry |
Constants
Name | Description |
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UE::AnimationCore::BoneWeightThreshold | The threshold value at or above which a 0-1 normalized bone weight value will be stored as a non-zero value after scaling and quantizing to a 16-bit integer |
UE::AnimationCore::InvMaxRawBoneWeightFloat | The inverse of the maximum raw weight value as a float value. Used for scaling. |
UE::AnimationCore::MaxInlineBoneWeightCount | The maximum number of inline bone weights. |
UE::AnimationCore::MaxRawBoneWeight | The maximum raw weight value |
UE::AnimationCore::MaxRawBoneWeightFloat | The maximum raw weight value as a float value |
UE::AnimationCore::WeightSortPredicate | FBoneWeights implementations. |
Typedefs
Name | Description |
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FBoneIndexType | |
FFindParamAtFirstSphereIntersection | Finds a spline parameter (alpha) at the intersection of a spline and a sphere. |
FFloatMapping | Outputs a float given a float input |
FGetGlobalTransform |
Enums
Type | Name | Description | |
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EConstraintType | New changes of constraints | |
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EEulerRotationOrder | ||
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ETransformConstraintType | Transform Constraint Types | |
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UE::AnimationCore::EBoneWeightNormalizeType | Specifies the method for which the bone weights are normalized after the bone weight list is modified. |
Functions
Type | Name | Description | |
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int32 | GetIntFromComp
(
const int32 InComp |
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int32 | GetIntFromComp
(
const FBoneIndexBase& InComp |
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uint32 | GetTypeHash
(
const UE::AnimationCore::FBoneWeight& InBoneWeight |
A hashing function to allow the FBoneWeight class to be used with hashing containers (e.g. TSet or TMap). |
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uint32 | GetTypeHash
(
const UE::AnimationCore::FBoneWeights& InBoneWeights |