Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAnimBoneCompressionCodec
- UAnimCompress
- UAnimCompress_RemoveEverySecondKey
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimCompress_RemoveEverySecondKey.h |
Include | #include "Animation/AnimCompress_RemoveEverySecondKey.h" |
Syntax
class UAnimCompress_RemoveEverySecondKey : public UAnimCompress
Remarks
Keyframe reduction algorithm that simply removes every second key.
Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bStartAtSecondKey | If bStartAtSecondKey is true, remove keys 1,3,5,etc. |
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int32 | MinKeys | Animations with fewer than MinKeys will not lose any keys. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UAnimCompress_RemoveEverySecondKey
(
const FObjectInitializer& ObjectInitializer |
Overridden from UAnimCompress
Type | Name | Description | |
---|---|---|---|
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bool | DoReduction
(
const FCompressibleAnimData& CompressibleAnimData, |
Implemented by child classes, this function reduces the number of keyframes in the specified sequence, given the specified skeleton (if needed). |
Overridden from UAnimBoneCompressionCodec
Type | Name | Description | |
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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. |