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This object is used to wrap a bone compression codec. It allows a clean integration in the editor by avoiding the need to create asset types and factory wrappers for every codec.
| Name | UAnimBoneCompressionSettings |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimBoneCompressionSettings.h |
| Include Path | #include "Animation/AnimBoneCompressionSettings.h" |
Syntax
UCLASS (HideCategories=Object, MinimalAPI)
class UAnimBoneCompressionSettings : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimBoneCompressionSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimBoneCompressionSettings
(
const FObjectInitializer& ObjectInitializer |
Animation/AnimBoneCompressionSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceBelowThreshold | bool | Any codec (even one that increases the size) with a lower error will be used until it falls below the threshold. | Animation/AnimBoneCompressionSettings.h |
|
| Codecs | TArray< TObjectPtr< UAnimBoneCompressionCodec > > | A list of animation bone compression codecs to try. | Animation/AnimBoneCompressionSettings.h |
|
| ErrorThreshold | float | When compressing, the best codec below this error threshold will be used. | Animation/AnimBoneCompressionSettings.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AreSettingsValid() |
Returns whether or not we can use these settings to compress. | Animation/AnimBoneCompressionSettings.h | |
bool Compress
(
const FCompressibleAnimData& AnimSeq, |
Compresses the animation bones inside the supplied sequence. | Animation/AnimBoneCompressionSettings.h | |
UAnimBoneCompressionCodec * GetCodec
(
const FString& DDCHandle |
Allow us to convert DDC serialized path back into codec object | Animation/AnimBoneCompressionSettings.h | |
bool IsHighFidelity
(
const FCompressibleAnimData& CompressibleAnimData |
Returns whether or not a codec within is high fidelity. | Animation/AnimBoneCompressionSettings.h | |
void PopulateDDCKey
(
FArchive& Ar |
Generates a DDC key that takes into account the current settings and selected codec. | Animation/AnimBoneCompressionSettings.h | |
void PopulateDDCKey
(
const UE::Anim::Compression::FAnimDDCKeyArgs& KeyArgs, |
Generates a DDC key that takes into account the current settings, selected codec, input anim sequence and TargetPlatform | Animation/AnimBoneCompressionSettings.h | |
void PopulateDDCKey
(
const UAnimSequenceBase& AnimSeq, |
Generates a DDC key that takes into account the current settings, selected codec, and input anim sequence. | Animation/AnimBoneCompressionSettings.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Animation/AnimBoneCompressionSettings.h |