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API > API/Runtime > API/Runtime/Engine
| Name | UAnimationAsset |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimationAsset.h |
| Include Path | #include "Animation/AnimationAsset.h" |
Syntax
UCLASS (Abstract, BlueprintType, MinimalAPI)
class UAnimationAsset :
public UObject ,
public IInterface_AssetUserData ,
public IInterface_PreviewMeshProvider
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimationAsset
Implements Interfaces
Derived Classes
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ChildrenAssets | TArray< TObjectPtr< class UAnimationAsset > > | Note this is transient as they're added as they're loaded | Animation/AnimationAsset.h |
|
| ParentAsset | TObjectPtr< class UAnimationAsset > | Parent asset is used for AnimMontage when it derives all settings but remap animation asset. | Animation/AnimationAsset.h |
|
| PreviewPoseAsset | TObjectPtr< class UPoseAsset > | The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset | Animation/AnimationAsset.h |
|
| ThumbnailInfo | TObjectPtr< class UThumbnailInfo > | Information for thumbnail rendering | Animation/AnimationAsset.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MetaData | TArray< TObjectPtr< UAnimMetaData > > | Meta data that can be saved with the asset |
You can query by GetMetaData function | Animation/AnimationAsset.h |
- Category=MetaData
- Instanced
- EditAnywhere
| PreviewSkeletalMesh | TSoftObjectPtr< class USkeletalMesh > | The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset | Animation/AnimationAsset.h |
|
| Skeleton | TObjectPtr< class USkeleton > | Pointer to the Skeleton this asset can be played on . | Animation/AnimationAsset.h |
|
| SkeletonGuid | FGuid | Skeleton guid. If changes, you need to remap info | Animation/AnimationAsset.h | |
| SkeletonVirtualBoneGuid | FGuid | Allow animations to track virtual bone info | Animation/AnimationAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddMetaData
(
UAnimMetaData* MetaDataInstance |
Animation/AnimationAsset.h | ||
void EmptyMetaData() |
Animation/AnimationAsset.h | ||
UAnimMetaData * FindMetaDataByClass
(
const TSubclassOf< UAnimMetaData > MetaDataClass |
Returns the first metadata of the specified class | Animation/AnimationAsset.h |
|
T * FindMetaDataByClass () |
Templatized version of FindMetaDataByClass that handles casting for you | Animation/AnimationAsset.h | |
virtual bool GetAllAnimationSequencesReferred
(
TArray< class UAnimationAsset* >& AnimationSequences, |
Retrieve all animations that are used by this asset | Animation/AnimationAsset.h | |
const UAssetMappingTable * GetAssetMappingTable() |
Animation/AnimationAsset.h | ||
virtual int32 GetMarkerUpdateCounter() |
Animation/AnimationAsset.h | ||
virtual float GetMaxCurrentTime () |
This is used in editor only when used for transition getter this doesn't mean max time. | Animation/AnimationAsset.h | |
const TArray< UAnimMetaData * > & GetMetaData() |
Get available Metadata within the animation asset | Animation/AnimationAsset.h | |
virtual float GetPlayLength() |
Animation/AnimationAsset.h |
|
|
USkeleton * GetSkeleton() |
Animation/AnimationAsset.h | ||
FGuid GetSkeletonGuid() |
Animation/AnimationAsset.h | ||
FGuid GetSkeletonVirtualBoneGuid() |
Animation/AnimationAsset.h | ||
| Return a list of unique marker names for blending compatibility | Animation/AnimationAsset.h | ||
void HandleAnimReferenceCollection
(
TArray< UAnimationAsset* >& AnimationAssets, |
Helper function for GetAllAnimationSequencesReferred, it adds itself first and call GetAllAnimationSEquencesReferred. | Animation/AnimationAsset.h | |
bool HasParentAsset() |
Animation/AnimationAsset.h | ||
virtual bool IsValidAdditive() |
Return true if this is valid additive animation false otherwise | Animation/AnimationAsset.h | |
virtual void OnSetSkeleton
(
USkeleton* NewSkeleton |
Animation/AnimationAsset.h | ||
bool RemapAsset
(
UAnimationAsset* SourceAsset, |
Animation/AnimationAsset.h | ||
void RemoveMetaData
(
TArrayView< UAnimMetaData* > MetaDataInstances |
Animation/AnimationAsset.h | ||
void RemoveMetaData
(
UAnimMetaData* MetaDataInstance |
Animation/AnimationAsset.h | ||
virtual void ReplaceReferredAnimations
(
const TMap< UAnimationAsset*, UAnimationAsset* >& ReplacementMap |
Replace this assets references to other animations based on ReplacementMap | Animation/AnimationAsset.h | |
bool ReplaceSkeleton
(
USkeleton* NewSkeleton, |
Replace Skeleton | Animation/AnimationAsset.h | |
void ResetSkeleton
(
USkeleton* NewSkeleton |
Animation/AnimationAsset.h | ||
void SetParentAsset
(
UAnimationAsset* InParentAsset |
Parent Asset related function. Used by editor | Animation/AnimationAsset.h | |
void SetPreviewSkeletalMesh
(
USkeletalMesh* PreviewMesh |
Sets or updates the preview skeletal mesh | Animation/AnimationAsset.h |
|
void SetSkeleton
(
USkeleton* NewSkeleton |
Animation/AnimationAsset.h | ||
void SetSkeletonVirtualBoneGuid
(
FGuid Guid |
Animation/AnimationAsset.h | ||
virtual void TickAssetPlayer
(
FAnimTickRecord& Instance, |
Advances the asset player instance | Animation/AnimationAsset.h | |
void UpdateParentAsset() |
We have to update whenever we have anything loaded | Animation/AnimationAsset.h | |
void ValidateParentAsset() |
Animation/AnimationAsset.h | ||
void ValidateSkeleton() |
Validate our stored data against our skeleton and update accordingly | Animation/AnimationAsset.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Animation/AnimationAsset.h | ||
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Animation/AnimationAsset.h | ||
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Animation/AnimationAsset.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Animation/AnimationAsset.h | ||
virtual void PostLoad() |
Animation/AnimationAsset.h | ||
virtual void Serialize
(
FArchive& Ar |
Animation/AnimationAsset.h |
Overridden from IInterface_AssetUserData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddAssetUserData
(
UAssetUserData* InUserData |
Animation/AnimationAsset.h | ||
virtual const TArray< UAssetUserData * > * GetAssetUserDataArray() |
Animation/AnimationAsset.h | ||
virtual UAssetUserData * GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Returns an instance of the provided AssetUserData class if it's contained in the target asset. | Animation/AnimationAsset.h | |
virtual void RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Animation/AnimationAsset.h |
Overridden from IInterface_PreviewMeshProvider
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual USkeletalMesh * GetPreviewMesh () |
Get the preview mesh for this asset | Animation/AnimationAsset.h | |
virtual USkeletalMesh * GetPreviewMesh
(
bool bFindIfNotSet |
Get the preview mesh for this asset, non const. | Animation/AnimationAsset.h | |
virtual void SetPreviewMesh
(
USkeletalMesh* PreviewMesh, |
IInterface_PreviewMeshProvider interface | Animation/AnimationAsset.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void RefreshParentAssetData() |
Animation/AnimationAsset.h | ||
virtual void RemapTracksToNewSkeleton
(
USkeleton* NewSkeleton, |
Animation/AnimationAsset.h |