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| Name | FTransformCurve |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Animation/AnimCurveTypes.h |
| Include Path | #include "Animation/AnimCurveTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FTransformCurve : public FAnimCurveBase
Inheritance Hierarchy
- FAnimCurveBase → FTransformCurve
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Animation/AnimCurveTypes.h | |||
FTransformCurve
(
FSmartName InName, |
Animation/AnimCurveTypes.h | ||
FTransformCurve
(
FName InName, |
Animation/AnimCurveTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| RotationCurve | FVectorCurve | Rotation curve - right now we use euler because quat also doesn't provide linear interpolation - curve editor can't handle quat interpolation If you hit gimbal lock, you should add extra key to fix it. | Animation/AnimCurveTypes.h | |
| ScaleCurve | FVectorCurve | Animation/AnimCurveTypes.h | ||
| TranslationCurve | FVectorCurve | Curve data for each transform. | Animation/AnimCurveTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CopyCurve
(
const FTransformCurve& SourceCurve |
We don't want to have = operator. This only copies curves, but leaving naming and everything else intact. | Animation/AnimCurveTypes.h | |
FTransform Evaluate
(
float CurrentTime, |
Animation/AnimCurveTypes.h | ||
| Animation/AnimCurveTypes.h | |||
const FVectorCurve * GetVectorCurveByIndex
(
int32 Index |
Animation/AnimCurveTypes.h | ||
FVectorCurve * GetVectorCurveByIndex
(
int32 Index |
Animation/AnimCurveTypes.h | ||
void Resize
(
float NewLength, |
Animation/AnimCurveTypes.h | ||
void UpdateOrAddKey
(
const FTransform& NewKey, |
Animation/AnimCurveTypes.h |