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Base class for all bone compression codecs.
| Name | UAnimBoneCompressionCodec |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimBoneCompressionCodec.h |
| Include Path | #include "Animation/AnimBoneCompressionCodec.h" |
Syntax
UCLASS (Abstract, HideCategories=Object, EditInlineNew, MinimalAPI)
class UAnimBoneCompressionCodec : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimBoneCompressionCodec
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimBoneCompressionCodec
(
const FObjectInitializer& ObjectInitializer |
Animation/AnimBoneCompressionCodec.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Description | FString | Description for this codec. | Animation/AnimBoneCompressionCodec.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TUniquePtr< ICompressedAnimData > AllocateAnimData () |
Allocates the necessary anim data structure used for decompression. | Animation/AnimBoneCompressionCodec.h | |
virtual void ByteSwapIn
(
ICompressedAnimData& AnimData, |
Handles Byte-swapping incoming animation data from a MemoryReader | Animation/AnimBoneCompressionCodec.h | |
virtual void ByteSwapOut
(
ICompressedAnimData& AnimData, |
Handles Byte-swapping outgoing animation data to an array of BYTEs | Animation/AnimBoneCompressionCodec.h | |
virtual bool Compress
(
const FCompressibleAnimData& CompressibleAnimData, |
Compresses the curve data from an animation sequence. | Animation/AnimBoneCompressionCodec.h | |
virtual void DecompressBone
(
FAnimSequenceDecompressionContext& DecompContext, |
Decompress a single bone. | Animation/AnimBoneCompressionCodec.h | |
virtual void DecompressPose
(
FAnimSequenceDecompressionContext& DecompContext, |
Decompresses all the specified bone tracks. | Animation/AnimBoneCompressionCodec.h | |
virtual void DecompressPose
(
FAnimSequenceDecompressionContext& DecompContext, |
Decompresses all the specified bone tracks. | Animation/AnimBoneCompressionCodec.h | |
virtual int64 EstimateCompressionMemoryUsage
(
const UAnimSequence& AnimSequence |
Estimates the peak memory usage in bytes needed to compress the given data with this codec. | Animation/AnimBoneCompressionCodec.h | |
virtual UAnimBoneCompressionCodec * GetCodec
(
const FString& DDCHandle |
Allow us to convert DDC serialized path back into codec object | Animation/AnimBoneCompressionCodec.h | |
virtual FString GetCodecDDCHandle() |
Returns a unique path relative to the parent settings asset | Animation/AnimBoneCompressionCodec.h | |
virtual bool IsCodecValid() |
Returns whether or not we can use this codec to compress. | Animation/AnimBoneCompressionCodec.h | |
virtual bool IsHighFidelity
(
const FCompressibleAnimData& CompressibleAnimData |
Returns whether or not this codec is high fidelity. | Animation/AnimBoneCompressionCodec.h | |
virtual void PopulateDDCKey
(
FArchive& Ar |
Called to generate a unique DDC key for this codec instance. | Animation/AnimBoneCompressionCodec.h | |
virtual void PopulateDDCKey
(
const UE::Anim::Compression::FAnimDDCKeyArgs& KeyArgs, |
Called to generate a unique DDC key for this codec instance and input anim sequence and TargetPlatform A suitable key should be generated from: the InstanceGuid, a codec version, and all relevant properties that drive the behavior. | Animation/AnimBoneCompressionCodec.h | |
virtual void PopulateDDCKey
(
const UAnimSequenceBase& AnimSeq, |
Called to generate a unique DDC key for this codec instance and input anim sequence. | Animation/AnimBoneCompressionCodec.h |