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API > API/Runtime > API/Runtime/Engine
| Name | UAnimSet |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimSet.h |
| Include Path | #include "Animation/AnimSet.h" |
Syntax
UCLASS (HideCategories=Object, MinimalAPI)
class UAnimSet : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimSet
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimSet
(
const FObjectInitializer& ObjectInitializer |
Animation/AnimSet.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BestRatioSkelMeshName | FName | Holds the name of the skeletal mesh whose reference skeleton best matches the TrackBoneName array. | Animation/AnimSet.h | |
| PreviewSkelMeshName | FName | In the AnimSetEditor, when you switch to this AnimSet, it sees if this skeletal mesh is loaded and if so switches to it. | Animation/AnimSet.h | |
| Sequences | TArray< TObjectPtr< class UAnimSequence > > | Actual animation sequence information. | Animation/AnimSet.h | |
| SkelMesh2LinkupCache | TMap< FName, int32 > | Do change private - they will go away. | Animation/AnimSet.h | |
| TrackBoneNames | TArray< FName > | Bone name that each track relates to. TrackBoneName.Num() == Number of tracks. | Animation/AnimSet.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAnimRotationOnly | uint32 | Indicates that only the rotation should be taken from the animation sequence and the translation should come from the USkeletalMesh ref pose. | Animation/AnimSet.h |
|
| BoneUseAnimTranslation | TArray< uint8 > | Do not change private - they will go away. | Animation/AnimSet.h |
|
| ForceMeshTranslationBoneNames | TArray< FName > | Do not change private - they will go away. | Animation/AnimSet.h |
|
| ForceUseMeshTranslation | TArray< uint8 > | Do not change private - they will go away. | Animation/AnimSet.h |
|
| LinkupCache | TArray< struct FAnimSetMeshLinkup > | Do not change private - they will go away. | Animation/AnimSet.h |
|
| UseTranslationBoneNames | TArray< FName > | Do not change private - they will go away. | Animation/AnimSet.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanPlayOnSkeletalMesh
(
USkeletalMesh* SkelMesh |
See if we can play sequences from this AnimSet on the provided USkeletalMesh. | Animation/AnimSet.h | |
UAnimSequence * FindAnimSequence
(
FName SequenceName |
Returns the AnimSequence with the specified name in this set. | Animation/AnimSet.h | |
int32 FindTrackWithName
(
FName BoneName |
Animation/AnimSet.h | ||
virtual int32 GetMeshLinkupIndex
(
USkeletalMesh* SkelMesh |
Find a mesh linkup table (mapping of sequence tracks to bone indices) for a particular SkeletalMesh If one does not already exist, create it now. | Animation/AnimSet.h | |
float GetSkeletalMeshMatchRatio
(
USkeletalMesh* SkelMesh |
Get Ratio of how much that mesh fits that animation set | Animation/AnimSet.h | |
bool RemoveAnimSequenceFromAnimSet
(
UAnimSequence* AnimSeq |
Properly remove an AnimSequence from an AnimSet, and updates references it might have. | Animation/AnimSet.h | |
void ResetAnimSet() |
Clears all sequences and resets the TrackBoneNames table. | Animation/AnimSet.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Animation/AnimSet.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ClearAllAnimSetLinkupCaches() |
Util that finds all AnimSets and flushes their LinkupCache, then calls InitAnimTree on all SkeletalMeshComponents. | Animation/AnimSet.h |