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This is list of anim segments for this track For now this is only one TArray, but in the future we should define more transition/blending behaviors
| Name | FAnimTrack |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimCompositeBase.h |
| Include Path | #include "Animation/AnimCompositeBase.h" |
Syntax
USTRUCT ()
struct FAnimTrack
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimTrack() |
Animation/AnimCompositeBase.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimSegments | TArray< FAnimSegment > | Animation/AnimCompositeBase.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CollapseAnimSegments() |
Moves anim segments so that there are no gaps between one finishing and the next starting, preserving the order of AnimSegments | Animation/AnimCompositeBase.h | |
bool ContainRecursive
(
const TArray< UAnimCompositeBase* >& CurrentAccumulatedList |
This is recursive function that look thorough internal assets and clear the reference if recursive is found. | Animation/AnimCompositeBase.h | |
void EnableRootMotionSettingFromMontage
(
bool bInEnableRootMotion, |
Enable Root motion setting from montage | Animation/AnimCompositeBase.h | |
UAnimSequence * GetAdditiveBasePose() |
Get Addiitve Base Pose if additive | Animation/AnimCompositeBase.h | |
bool GetAllAnimationSequencesReferred
(
TArray< UAnimationAsset* >& AnimationAssets, |
Animation/AnimCompositeBase.h | ||
void GetAnimationPose
(
FAnimationPoseData& OutAnimationPoseData, |
Get animation pose function | Animation/AnimCompositeBase.h | |
void GetAnimNotifiesFromTrackPositions
(
const float& PreviousTrackPosition, |
Retrieves AnimNotifies between two Track time positions. | Animation/AnimCompositeBase.h | |
float GetLength() |
Animation/AnimCompositeBase.h | ||
void GetRootMotionExtractionStepsForTrackRange
(
TArray< FRootMotionExtractionStep >& RootMotionExtractionSteps, |
Given a Track delta position [StartTrackPosition, EndTrackPosition] See if any AnimSegment overlaps any of it, and if it does, break it up into RootMotionExtractionPieces. | Animation/AnimCompositeBase.h | |
FAnimSegment * GetSegmentAtTime
(
float InTime |
Get the segment at the given absolute montage time | Animation/AnimCompositeBase.h | |
const FAnimSegment * GetSegmentAtTime
(
float InTime |
Animation/AnimCompositeBase.h | ||
int32 GetSegmentIndexAtTime
(
float InTime |
Gets the index of the segment at the given absolute montage time. | Animation/AnimCompositeBase.h | |
int32 GetTotalBytesUsed() |
Animation/AnimCompositeBase.h | ||
int32 GetTrackAdditiveType() |
Animation/AnimCompositeBase.h | ||
bool HasRootMotion() |
Returns whether any of the animation sequences this track uses has root motion | Animation/AnimCompositeBase.h | |
void InvalidateRecursiveAsset
(
UAnimCompositeBase* CheckAsset |
This is to prevent anybody adding recursive asset to anim composite as a result of anim composite being a part of anim sequence base | Animation/AnimCompositeBase.h | |
bool IsAdditive() |
Animation/AnimCompositeBase.h | ||
bool IsNotifyAvailable() |
Return true if anim notify is available | Animation/AnimCompositeBase.h | |
bool IsRotationOffsetAdditive() |
Animation/AnimCompositeBase.h | ||
bool IsValidToAdd
(
const UAnimSequenceBase* SequenceBase, |
Return true if valid to add | Animation/AnimCompositeBase.h | |
void ReplaceReferredAnimations
(
const TMap< UAnimationAsset*, UAnimationAsset* >& ReplacementMap |
Animation/AnimCompositeBase.h | ||
void SortAnimSegments() |
Sorts AnimSegments based on the start time of each segment | Animation/AnimCompositeBase.h | |
void ValidateSegmentTimes() |
Ensure segment times are correctly formed (no gaps and no extra time at the end of the anim reference) | Animation/AnimCompositeBase.h |