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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAnimationAsset
- UPoseAsset
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/PoseAsset.h |
Include | #include "Animation/PoseAsset.h" |
Syntax
class UPoseAsset : public UAnimationAsset
Remarks
Pose Asset that can be blended by weight of curves
Variables
Type | Name | Description | |
---|---|---|---|
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FName | RetargetSource | Base pose to use when retargeting |
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TSoftObjectPtr< USkeletalMesh > | RetargetSourceAsset | If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting. |
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TArray< FTransform > | RetargetSourceAssetReferencePose | When using RetargetSourceAsset, use the post stored here |
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TObjectPtr< UAnimSequence > | SourceAnimation | |
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FGuid | SourceAnimationRawDataGUID | GUID cached when the contained poses were last updated according to SourceAnimation - used to keep track of out-of-date/sync data |
Constructors
Type | Name | Description | |
---|---|---|---|
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UPoseAsset
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddOrUpdatePose
(
const FName& PoseName, |
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FName | AddPoseWithUniqueName
(
const USkeletalMeshComponent* MeshComponent |
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void | AddReferencePose
(
const FName& PoseName, |
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bool | ContainsPose
(
const FName& InPoseName |
|
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bool | ConvertSpace
(
bool bNewAdditivePose, |
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void | CreatePoseFromAnimation
(
UAnimSequence* AnimSequence, |
|
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int32 | DeleteCurves
(
TArray< FName > CurveNamesToDelete |
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int32 | DeletePoses
(
TArray< FName > PoseNamesToDelete |
|
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void | This is utility function that just cares by names to be used by live link this isn't fast. | |
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int32 | ||
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FName | Returns base pose name, only valid when additive, NAME_None indicates reference pose | |
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FTransform | GetComponentSpaceTransform
(
FName BoneName, |
Util to return transform of a bone from the pose asset in component space, by walking up tracks in pose asset */ |
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const TArray< FAnimCurveBase > & | GetCurveData () |
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const TArray< FName > | ||
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const int32 | GetCurveIndexByName
(
const FName& InCurveName |
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bool | GetCurveValue
(
const int32 PoseIndex, |
Return value of a curve for a particular pose |
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const TArray< float > | GetCurveValues
(
const int32 PoseIndex |
|
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bool | GetFullPose
(
int32 PoseIndex, |
Return full (local space, non additive) pose. Will do conversion if PoseAsset is Additive. |
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int32 | GetNumCurves () |
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int32 | GetNumPoses () |
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int32 | GetNumTracks () |
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const TArray< FName > & | ||
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const int32 | GetPoseIndexByName
(
const FName& InBasePoseName |
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const FName | GetPoseNameByIndex
(
int32 InBasePoseIndex |
|
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void | GetPoseNames
(
TArray< FName >& PoseNames |
Returns the name of all contained poses |
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const int32 | GetTrackIndexByName
(
const FName& InTrackName |
Find index of a track with a given bone name. Returns INDEX_NONE if not found. |
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const TArray< FName > & | ||
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FName | GetUniquePoseName
(
UPoseAsset* PoseAsset |
|
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bool | ||
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bool | ModifyPoseName
(
FName OldPoseName, |
|
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FDelegateHandle | RegisterOnPoseListChanged
(
const FOnPoseListChanged& Delegate |
Registers a delegate to be called after the preview animation has been changed |
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void | RemovePoseOrCurveNames
(
const TArray< FName >& InNamesToRemove |
Remove poses or curves using the names supplied. |
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void | RenamePose
(
const FName& OriginalPoseName, |
Renames a specific pose |
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void | RenamePoseOrCurveName
(
const FName& InOriginalName, |
Rename poses or curves using the names supplied. |
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bool | SetBasePoseName
(
const FName& NewBasePoseName |
Set base pose index by name, NAME_None indicates reference pose - returns true if set successfully |
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void | UnregisterOnPoseListChanged
(
FDelegateHandle Handle |
Unregisters a delegate to be called after the preview animation has been changed |
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void | UpdatePoseFromAnimation
(
UAnimSequence* AnimSequence |
Contained poses are re-generated from the provided Animation Sequence |
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 | RemapTracksToNewSkeleton
(
USkeleton* NewSkeleton, |
|
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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 | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
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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bool | Called during async load to determine if PostLoad can be called on the loading thread. | |
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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 | PreSave
(
FObjectPreSaveContext SaveContext |
Presave function. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Typedefs
Name | Description |
---|---|
FOnPoseListChanged | |
FOnPoseListChangedMulticaster |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | AddOrUpdatePose
(
const FSmartName& PoseName, |
Please use AddOrUpdatePose that takes a FName. |
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bool | AddOrUpdatePoseWithUniqueName
(
const USkeletalMeshComponent* MeshComponent, |
Please use AddPoseWithUniqueName. |
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void | AddReferencePose
(
const FSmartName& PoseName, |
Please use AddReferencePose that takes a FName. |
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bool | ContainsPose
(
const FSmartName& InPoseName |
Please use ContainsPose that takes a FName. |
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void | CreatePoseFromAnimation
(
UAnimSequence* AnimSequence, |
Please use CreatePoseFromAnimation that takes a ptr to an array of FNames. |
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bool | GetAnimationPose
(
FCompactPose& OutPose, |
Use GetAnimationPose with other signature |
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bool | GetAnimationPose
(
FAnimationPoseData& OutAnimationPoseData, |
Use GetAnimationPose with other signature |
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void | GetBaseAnimationPose
(
FAnimationPoseData& OutAnimationPoseData |
Use GetBaseAnimationPose with other signature |
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void | GetBaseAnimationPose
(
FCompactPose& OutPose, |
Use GetBaseAnimationPose with other signature |
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const TArray< FSmartName > | Please use GetCurveFNames. | |
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const TArray< FSmartName > | GetPoseNames () |
Please use GetPoseFNames. |
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FName | GetUniquePoseName
(
const USkeleton* Skeleton |
Please use GetUniquePoseName scoped to this pose asset. |
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FSmartName | GetUniquePoseSmartName
(
USkeleton* Skeleton |
Please use GetUniquePoseName. |
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bool | ModifyPoseName
(
FName OldPoseName, |
Please use ModifyPoseName that does not take a UID. |
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PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid | PreSave
(
const ITargetPlatform* TargetPlatform |
Use version that takes FObjectPreSaveContext instead. |
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void | RemoveSmartNames
(
const TArray< FName >& InNamesToRemove |
Please use RemovePoseOrCurveNames. |
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void | RenameSmartName
(
const FName& InOriginalName, |
Please use RenamePoseOrCurveName. |