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Wraps up functionality for ticking and syncing animations according to group (via normalized time) or marker.
| Name | FAnimSync |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Animation/AnimSync.h |
| Include Path | #include "Animation/AnimSync.h" |
Syntax
struct FAnimSync
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FSyncGroupMap | TMap< FName, FAnimGroupInstance > | Animation/AnimSync.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Attribute | const FName | Animation/AnimSync.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MirrorDataTable | const UMirrorDataTable * | If not null, the sync markers will be mirrored based on the data in the table | Animation/AnimSync.h | |
| SyncGroupMaps | FSyncGroupMap | The set of tick groups for this anim instance | Animation/AnimSync.h | |
| SyncGroupWriteIndex | int32 | Current sync group buffer index | Animation/AnimSync.h | |
| UngroupedActivePlayerArrays | TArray< FAnimTickRecord > | The list of animation assets which are going to be evaluated this frame and need to be ticked (ungrouped) | Animation/AnimSync.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddReferencedObjects
(
UAnimInstance* InAnimInstance, |
GC support. | Animation/AnimSync.h | |
void AddTickRecord
(
const FAnimTickRecord& InTickRecord, |
Adds a tick record in the list for the correct group or the ungrouped array. | Animation/AnimSync.h | |
FAnimTickRecord & CreateUninitializedTickRecord
(
FAnimGroupInstance*& OutSyncGroupPtr, |
Animation/AnimSync.h | ||
FAnimTickRecord & CreateUninitializedTickRecordInScope
(
FAnimInstanceProxy& InProxy, |
Animation/AnimSync.h | ||
const FSyncGroupMap & GetSyncGroupMapRead() |
Get the sync group we are currently reading from | Animation/AnimSync.h | |
FMarkerSyncAnimPosition GetSyncGroupPosition
(
FName InSyncGroupName |
Animation/AnimSync.h | ||
int32 GetSyncGroupReadIndex() |
Gets the sync group we should be reading from. | Animation/AnimSync.h | |
int32 GetSyncGroupWriteIndex() |
Gets the sync group we should be writing to. | Animation/AnimSync.h | |
| Animation/AnimSync.h | |||
const TArray< FAnimTickRecord > & GetUngroupedActivePlayersRead() |
Get the ungrouped active player we are currently reading from | Animation/AnimSync.h | |
| Animation/AnimSync.h | |||
| Animation/AnimSync.h | |||
bool IsSyncGroupValid
(
FName InSyncGroupName |
Animation/AnimSync.h | ||
void Reset() |
Reset internal buffers ready for writing. | Animation/AnimSync.h | |
void ResetAll() |
Completely reset the sync system back to its starting state. | Animation/AnimSync.h | |
void SetMirror
(
const UMirrorDataTable* MirrorTable |
Animation/AnimSync.h | ||
void TickAssetPlayerInstances
(
FAnimInstanceProxy& InProxy, |
Tick all of the asset player tick records that are registered with us. | Animation/AnimSync.h | |
void TickSyncGroupWriteIndex() |
Flip sync group read/write indices | Animation/AnimSync.h |