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Used when sampling a given animation asset, this structure will contain the previous frame's internal sample time alongside the 'effective' delta time leading into the current frame.
An 'effective' delta time represents a value that has undergone all side effects present in the corresponding asset's TickAssetPlayer call including but not limited to syncing, play rate adjustment, looping, etc.
For montages Delta isn't always abs(CurrentPosition-PreviousPosition) because a Montage can jump or repeat or loop
| Name | FDeltaTimeRecord |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimationAsset.h |
| Include Path | #include "Animation/AnimationAsset.h" |
Syntax
struct FDeltaTimeRecord
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Animation/AnimationAsset.h | |||
FDeltaTimeRecord
(
float InDeltaTime |
Animation/AnimationAsset.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Delta | float | Animation/AnimationAsset.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPreviousIsValid | bool | Animation/AnimationAsset.h | ||
| Previous | float | Animation/AnimationAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetPrevious() |
Animation/AnimationAsset.h | ||
bool IsPreviousValid() |
Animation/AnimationAsset.h | ||
void Set
(
float InPrevious, |
Animation/AnimationAsset.h | ||
void SetPrevious
(
float InPrevious |
Animation/AnimationAsset.h |