Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAnimSet
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimSet.h |
| Include | #include "Animation/AnimSet.h" |
Syntax
UCLASS (HideCategories=Object, MinimalAPI)
class UAnimSet : public UObject
Variables
| Type | Name | Description | |
|---|---|---|---|
| FName | BestRatioSkelMeshName | Holds the name of the skeletal mesh whose reference skeleton best matches the TrackBoneName array. | |
| FName | PreviewSkelMeshName | In the AnimSetEditor, when you switch to this AnimSet, it sees if this skeletal mesh is loaded and if so switches to it. | |
| TArray< TObjectPtr< class UAnimSequence > > | Sequences | Actual animation sequence information. | |
| TMap< FName, int32 > | SkelMesh2LinkupCache | Do change private - they will go away. | |
| TArray< FName > | TrackBoneNames | Bone name that each track relates to. TrackBoneName.Num() == Number of tracks. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAnimSet
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CanPlayOnSkeletalMesh
(
USkeletalMesh* SkelMesh |
See if we can play sequences from this AnimSet on the provided USkeletalMesh. | |
| void | Util that finds all AnimSets and flushes their LinkupCache, then calls InitAnimTree on all SkeletalMeshComponents. | ||
| UAnimSequence * | FindAnimSequence
(
FName SequenceName |
Returns the AnimSequence with the specified name in this set. | |
| int32 | FindTrackWithName
(
FName BoneName |
||
| int32 | GetMeshLinkupIndex
(
USkeletalMesh* SkelMesh |
Find a mesh linkup table (mapping of sequence tracks to bone indices) for a particular SkeletalMesh If one does not already exist, create it now. | |
| float | GetSkeletalMeshMatchRatio
(
USkeletalMesh* SkelMesh |
Get Ratio of how much that mesh fits that animation set | |
| bool | RemoveAnimSequenceFromAnimSet
(
UAnimSequence* AnimSeq |
Properly remove an AnimSequence from an AnimSet, and updates references it might have. | |
| void | ResetAnimSet () |
Clears all sequences and resets the TrackBoneNames table. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |