Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAnimBoneCompressionCodec
- UAnimCompress
- UAnimCompress_BitwiseCompressOnly
- UAnimCompress_LeastDestructive
- UAnimCompress_RemoveEverySecondKey
- UAnimCompress_RemoveLinearKeys
- UAnimCompress_PerTrackCompression
- UAnimCompress_RemoveTrivialKeys
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimBoneCompressionCodec.h |
| Include | #include "Animation/AnimBoneCompressionCodec.h" |
Syntax
UCLASS (Abstract, HideCategories=Object, EditInlineNew, MinimalAPI)
class UAnimBoneCompressionCodec : public UObject
Remarks
Base class for all bone compression codecs.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FString | Description | Description for this codec. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAnimBoneCompressionCodec
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| TUniquePtr< ICompressedAnimData > | Allocates the necessary anim data structure used for decompression. | ||
| void | ByteSwapIn
(
ICompressedAnimData& AnimData, |
Handles Byte-swapping incoming animation data from a MemoryReader | |
| void | ByteSwapOut
(
ICompressedAnimData& AnimData, |
Handles Byte-swapping outgoing animation data to an array of BYTEs | |
| bool | Compress
(
const FCompressibleAnimData& CompressibleAnimData, |
Compresses the curve data from an animation sequence. | |
| void | DecompressBone
(
FAnimSequenceDecompressionContext& DecompContext, |
Decompress a single bone. | |
| void | DecompressPose
(
FAnimSequenceDecompressionContext& DecompContext, |
Decompresses all the specified bone tracks. | |
| void | DecompressPose
(
FAnimSequenceDecompressionContext& DecompContext, |
Decompresses all the specified bone tracks. | |
| int64 | EstimateCompressionMemoryUsage
(
const UAnimSequence& AnimSequence |
Estimates the peak memory usage in bytes needed to compress the given data with this codec. | |
| UAnimBoneCompressionCodec * | Allow us to convert DDC serialized path back into codec object | ||
| FString | Returns a unique path relative to the parent settings asset | ||
| bool | IsCodecValid () |
Returns whether or not we can use this codec to compress. | |
| bool | IsHighFidelity
(
const FCompressibleAnimData& CompressibleAnimData |
Returns whether or not this codec is high fidelity. | |
| void | PopulateDDCKey
(
FArchive& Ar |
Called to generate a unique DDC key for this codec instance. | |
| void | PopulateDDCKey
(
const UE::Anim::Compression::FAnimDDCKeyArgs& KeyArgs, |
Called to generate a unique DDC key for this codec instance and input anim sequence and TargetPlatform A suitable key should be generated from: the InstanceGuid, a codec version, and all relevant properties that drive the behavior. | |
| void | PopulateDDCKey
(
const UAnimSequenceBase& AnimSeq, |
Called to generate a unique DDC key for this codec instance and input anim sequence. |