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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAnimationAsset
- UAnimSequenceBase
- UAnimCompositeBase
- UAnimComposite
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimComposite.h |
Include | #include "Animation/AnimComposite.h" |
Syntax
class UAnimComposite : public UAnimCompositeBase
Remarks
Animation Composites serve as a way to combine multiple animations together and treat them as a single unit.
Variables
Type | Name | Description | |
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FAnimTrack | AnimationTrack | Serializable data that stores section/anim pairing |
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TObjectPtr< UAnimSequence > | PreviewBasePose | Preview Base pose for additive BlendSpace |
Constructors
Type | Name | Description | |
---|---|---|---|
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UAnimComposite
(
const FObjectInitializer& ObjectInitializer |
Overridden from UAnimCompositeBase
Type | Name | Description | |
---|---|---|---|
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bool | ContainRecursive
(
TArray< UAnimCompositeBase* >& CurrentAccumulatedList |
This is recursive function that look thorough internal assets and clear the reference if recursive is found. |
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void | This is to prevent anybody adding recursive asset to anim composite as a result of anim composite being a part of anim sequence base | |
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void | SetCompositeLength
(
float InLength |
|
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void |
Overridden from UAnimSequenceBase
Type | Name | Description | |
---|---|---|---|
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void | EnableRootMotionSettingFromMontage
(
bool bInEnableRootMotion, |
To support anim sequence base to montage |
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FTransform | ExtractRootMotion
(
float StartTime, |
Extract Root Motion transform from the animation. |
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FTransform | ExtractRootMotionFromRange
(
float StartTrackPosition, |
Extract Root Motion transform from a contiguous position range (no looping) |
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FTransform | ExtractRootTrackTransform
(
float Time, |
Extract the transform from the root track for the given animation position. |
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EAdditiveAnimationType | Default implementation, no additive | |
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UAnimSequence * | Ideally this would be animsequcnebase, but we might have some issue with that. For now, just allow AnimSequence | |
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void | GetAnimationPose
(
FAnimationPoseData& OutAnimationPoseData, |
|
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void | GetAnimNotifiesFromDeltaPositions
(
const float& PreviousPosition, |
Retrieves AnimNotifies between two time positions. |
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FFrameRate | Return rate at which the animation is sampled | |
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void | HandleAssetPlayerTickedInternal
(
FAnimAssetTickContext& Context, |
|
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bool | ||
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bool | Return true if anim notify is available |
Overridden from UAnimationAsset
Type | Name | Description | |
---|---|---|---|
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bool | GetAllAnimationSequencesReferred
(
TArray< UAnimationAsset* >& AnimationSequences, |
Retrieve all animations that are used by this asset |
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bool | Return true if this is valid additive animation false otherwise | |
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void | ReplaceReferredAnimations
(
const TMap< UAnimationAsset*, UAnimationAsset* >& ReplacementMap |
Replace this assets references to other animations based on ReplacementMap |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |