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Unreal Engine C++ API Reference > Runtime > Engine > Animation
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Animation/AnimationStreaming.h |
Include | #include "Animation/AnimationStreaming.h" |
Syntax
struct FStreamingAnimationData
Remarks
Contains everything that will be needed by a Streamable Anim that's streaming in data
Variables
Type | Name | Description | |
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FAnimationStreamingManager * | AnimationStreamingManager | Ptr to owning animation streaming manager. |
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TArray< uint32 > | LoadedChunkIndices | Indices of chunks that are currently loaded |
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TArray< FLoadedAnimationChunk > | LoadedChunks | Contains pointers to Chunks of animation data that have been streamed in |
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FCriticalSection | LoadedChunksCritcalSection | |
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TArray< uint32 > | LoadFailedChunks | |
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TArray< uint32 > | RequestedChunks | |
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UAnimStreamable * | StreamableAnim | AnimStreamable this streaming data is for |
Constructors
Type | Name | Description | |
---|---|---|---|
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | BeginPendingRequests
(
const TArray< uint32 >& IndicesToLoad, |
Kicks off any pending requests |
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bool | BlockTillAllRequestsFinished
(
float TimeLimit |
Blocks till all pending requests are fulfilled. |
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void | Frees streaming animation data resources, blocks pending async IO requests. | |
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SIZE_T | Return the number of bytes used. | |
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bool | HasPendingRequests
(
TArray< uint32 >& IndicesToLoad, |
Checks whether the requested chunk indices differ from those loaded |
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bool | Initialize
(
UAnimStreamable* InStreamableAnim, |
Sets up the streaming wave data and loads the first chunk of animation for instant play |
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bool | Updates the streaming status of the animation and performs finalization when appropriate. |