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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAnimationAsset
- UAnimSequenceBase
- UAnimCompositeBase
- UAnimComposite
- UAnimMontage
- UAnimSequence
- UAnimStreamable
- UBlendSpace
- UAimOffsetBlendSpace
- UBlendSpace1D
- UAimOffsetBlendSpace1D
- UPoseAsset
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimationAsset.h |
Include | #include "Animation/AnimationAsset.h" |
Syntax
UCLASS (Abstract, BlueprintType, MinimalAPI)
class UAnimationAsset :
public UObject ,
public IInterface_AssetUserData ,
public IInterface_PreviewMeshProvider
Variables
Type | Name | Description | |
---|---|---|---|
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TObjectPtr< class UAssetMappingTable > | AssetMappingTable | Asset mapping table when ParentAsset is set |
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TArray< TObjectPtr< UAssetUserData > > | AssetUserData | Array of user data stored with the asset |
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TArray< TObjectPtr< class UAnimationAsset > > | ChildrenAssets | Note this is transient as they're added as they're loaded |
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TObjectPtr< class UAnimationAsset > | ParentAsset | Parent asset is used for AnimMontage when it derives all settings but remap animation asset. |
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TObjectPtr< class UPoseAsset > | PreviewPoseAsset | The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset |
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TObjectPtr< class UThumbnailInfo > | ThumbnailInfo | Information for thumbnail rendering |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddMetaData
(
UAnimMetaData* MetaDataInstance |
|
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void | ||
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UAnimMetaData * | FindMetaDataByClass
(
const TSubclassOf< UAnimMetaData > MetaDataClass |
Returns the first metadata of the specified class |
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T * | Templatized version of FindMetaDataByClass that handles casting for you | |
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bool | GetAllAnimationSequencesReferred
(
TArray< class UAnimationAsset* >& AnimationSequences, |
Retrieve all animations that are used by this asset |
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const UAssetMappingTable * | ||
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int32 | ||
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float | This is used in editor only when used for transition getter this doesn't mean max time. | |
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const TArray< UAnimMetaData * > & | GetMetaData () |
Get available Metadata within the animation asset |
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float | ||
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USkeleton * | GetSkeleton () |
|
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FGuid | ||
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FGuid | ||
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TArray< FName > * | Return a list of unique marker names for blending compatibility | |
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void | HandleAnimReferenceCollection
(
TArray< UAnimationAsset* >& AnimationAssets, |
Helper function for GetAllAnimationSequencesReferred, it adds itself first and call GetAllAnimationSEquencesReferred. |
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bool | ||
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bool | Return true if this is valid additive animation false otherwise | |
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void | OnSetSkeleton
(
USkeleton* NewSkeleton |
|
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void | ||
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bool | RemapAsset
(
UAnimationAsset* SourceAsset, |
|
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void | RemapTracksToNewSkeleton
(
USkeleton* NewSkeleton, |
|
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void | RemoveMetaData
(
TArrayView< UAnimMetaData* > MetaDataInstances |
|
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void | RemoveMetaData
(
UAnimMetaData* MetaDataInstance |
|
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void | ReplaceReferredAnimations
(
const TMap< UAnimationAsset*, UAnimationAsset* >& ReplacementMap |
Replace this assets references to other animations based on ReplacementMap |
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bool | ReplaceSkeleton
(
USkeleton* NewSkeleton, |
Replace Skeleton |
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void | ResetSkeleton
(
USkeleton* NewSkeleton |
|
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void | SetParentAsset
(
UAnimationAsset* InParentAsset |
Parent Asset related function. Used by editor |
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void | SetPreviewSkeletalMesh
(
USkeletalMesh* PreviewMesh |
Sets or updates the preview skeletal mesh |
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void | SetSkeleton
(
USkeleton* NewSkeleton |
|
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void | SetSkeletonVirtualBoneGuid
(
FGuid Guid |
|
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void | TickAssetPlayer
(
FAnimTickRecord& Instance, |
Advances the asset player instance |
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void | We have to update whenever we have anything loaded | |
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void | ||
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void | Validate our stored data against our skeleton and update accordingly |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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void | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
|
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EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Generic function to validate objects during changelist validations, etc. |
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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. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from IInterface_AssetUserData
Type | Name | Description | |
---|---|---|---|
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void | AddAssetUserData
(
UAssetUserData* InUserData |
|
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const TArray< UAssetUserData * > * | ||
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UAssetUserData * | GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Returns an instance of the provided AssetUserData class if it's contained in the target asset. |
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void | RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Overridden from IInterface_PreviewMeshProvider
Type | Name | Description | |
---|---|---|---|
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USkeletalMesh * | Get the preview mesh for this asset | |
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USkeletalMesh * | GetPreviewMesh
(
bool bFindIfNotSet |
Get the preview mesh for this asset, non const. |
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void | SetPreviewMesh
(
USkeletalMesh* PreviewMesh, |
IInterface_PreviewMeshProvider interface |