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Pose Asset that can be blended by weight of curves
| Name | UPoseAsset |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/PoseAsset.h |
| Include Path | #include "Animation/PoseAsset.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UPoseAsset : public UAnimationAsset
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimationAsset → UPoseAsset
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPoseAsset
(
const FObjectInitializer& ObjectInitializer |
Animation/PoseAsset.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnPoseListChanged | FOnPoseListChangedMulticaster::FDelegate | Animation/PoseAsset.h | |
| FOnPoseListChangedMulticaster | TMulticastDelegate_NoParams< void > | Animation/PoseAsset.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| RetargetSource | FName | Base pose to use when retargeting | Animation/PoseAsset.h |
|
| RetargetSourceAsset | TSoftObjectPtr< USkeletalMesh > | If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting. | Animation/PoseAsset.h |
|
| RetargetSourceAssetReferencePose | TArray< FTransform > | When using RetargetSourceAsset, use the post stored here | Animation/PoseAsset.h | |
| SourceAnimation | TObjectPtr< UAnimSequence > | Animation/PoseAsset.h |
|
|
| SourceAnimationRawDataGUID | FGuid | GUID cached when the contained poses were last updated according to SourceAnimation - used to keep track of out-of-date/sync data | Animation/PoseAsset.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAdditivePose | bool | Whether or not Additive Pose or not - these are property that needs post process, so | Animation/PoseAsset.h |
|
| BasePoseIndex | int32 | If -1, use ref pose | Animation/PoseAsset.h | |
| OnPoseListChanged | FOnPoseListChangedMulticaster | Animation/PoseAsset.h | ||
| PoseContainer | FPoseDataContainer | Animation Pose Data | Animation/PoseAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddOrUpdatePose
(
const FSmartName& PoseName, |
Animation/PoseAsset.h | ||
void AddOrUpdatePose
(
const FName& PoseName, |
Animation/PoseAsset.h | ||
bool AddOrUpdatePoseWithUniqueName
(
const USkeletalMeshComponent* MeshComponent, |
Animation/PoseAsset.h | ||
FName AddPoseWithUniqueName
(
const USkeletalMeshComponent* MeshComponent |
Animation/PoseAsset.h | ||
void AddReferencePose
(
const FSmartName& PoseName, |
Animation/PoseAsset.h | ||
void AddReferencePose
(
const FName& PoseName, |
Animation/PoseAsset.h | ||
void ClearRetargetSourceAsset() |
Resets the retarget source asset. | Animation/PoseAsset.h |
|
bool ContainsPose
(
const FName& InPoseName |
Animation/PoseAsset.h | ||
bool ContainsPose
(
const FSmartName& InPoseName |
Animation/PoseAsset.h | ||
bool ConvertSpace
(
bool bNewAdditivePose, |
Animation/PoseAsset.h | ||
void CreatePoseFromAnimation
(
UAnimSequence* AnimSequence, |
Animation/PoseAsset.h | ||
void CreatePoseFromAnimation
(
UAnimSequence* AnimSequence, |
Animation/PoseAsset.h | ||
| Animation/PoseAsset.h | |||
| Animation/PoseAsset.h | |||
| This is utility function that just cares by names to be used by live link this isn't fast. | Animation/PoseAsset.h | ||
bool GetAnimationPose
(
FAnimationPoseData& OutAnimationPoseData, |
Animation/PoseAsset.h | ||
bool GetAnimationPose
(
FCompactPose& OutPose, |
Get Animation Pose from one pose of PoseIndex and with PoseWeight This returns OutPose and OutCurve of one pose of PoseIndex with PoseWeight | Animation/PoseAsset.h | |
void GetBaseAnimationPose
(
FCompactPose& OutPose, |
Animation/PoseAsset.h | ||
void GetBaseAnimationPose
(
FAnimationPoseData& OutAnimationPoseData |
Animation/PoseAsset.h | ||
int32 GetBasePoseIndex() |
Animation/PoseAsset.h | ||
FName GetBasePoseName() |
Returns base pose name, only valid when additive, NAME_None indicates reference pose | Animation/PoseAsset.h |
|
| Util to return transform of a bone from the pose asset in component space, by walking up tracks in pose asset */ | Animation/PoseAsset.h | ||
const TArray< FAnimCurveBase > & GetCurveData() |
Animation/PoseAsset.h | ||
| Animation/PoseAsset.h | |||
const int32 GetCurveIndexByName
(
const FName& InCurveName |
Animation/PoseAsset.h | ||
const TArray< FSmartName > GetCurveNames() |
Animation/PoseAsset.h | ||
bool GetCurveValue
(
const int32 PoseIndex, |
Return value of a curve for a particular pose | Animation/PoseAsset.h | |
const TArray< float > GetCurveValues
(
const int32 PoseIndex |
Animation/PoseAsset.h | ||
bool GetFullPose
(
int32 PoseIndex, |
Return full (local space, non additive) pose. Will do conversion if PoseAsset is Additive. | Animation/PoseAsset.h | |
const FTransform & GetLocalSpaceTransform
(
FName BoneName, |
Util to return transform of a bone from the pose asset in local space */ | Animation/PoseAsset.h | |
int32 GetNumCurves() |
Animation/PoseAsset.h | ||
int32 GetNumPoses() |
Animation/PoseAsset.h | ||
int32 GetNumTracks() |
Animation/PoseAsset.h | ||
| Animation/PoseAsset.h | |||
const int32 GetPoseIndexByName
(
const FName& InBasePoseName |
Animation/PoseAsset.h | ||
const FName GetPoseNameByIndex
(
int32 InBasePoseIndex |
Animation/PoseAsset.h | ||
void GetPoseNames
(
TArray< FName >& PoseNames |
Returns the name of all contained poses | Animation/PoseAsset.h |
|
const TArray< FSmartName > GetPoseNames () |
Animation/PoseAsset.h | ||
const TSoftObjectPtr< USkeletalMesh > & GetRetargetSourceAsset() |
Returns the retarget source asset soft object pointer. | Animation/PoseAsset.h |
|
FGuid GetSourceAnimationGuid() |
Animation/PoseAsset.h | ||
const int32 GetTrackIndexByName
(
const FName& InTrackName |
Find index of a track with a given bone name. Returns INDEX_NONE if not found. | Animation/PoseAsset.h | |
| Animation/PoseAsset.h | |||
virtual bool HasRootMotion() |
Animation/PoseAsset.h | ||
bool ModifyPoseName
(
FName OldPoseName, |
Animation/PoseAsset.h | ||
bool ModifyPoseName
(
FName OldPoseName, |
Animation/PoseAsset.h | ||
FDelegateHandle RegisterOnPoseListChanged
(
const FOnPoseListChanged& Delegate |
Registers a delegate to be called after the preview animation has been changed | Animation/PoseAsset.h | |
| Remove poses or curves using the names supplied. | Animation/PoseAsset.h | ||
| Animation/PoseAsset.h | |||
| Renames a specific pose | Animation/PoseAsset.h |
|
|
| Rename poses or curves using the names supplied. | Animation/PoseAsset.h | ||
| Animation/PoseAsset.h | |||
bool SetBasePoseName
(
const FName& NewBasePoseName |
Set base pose index by name, NAME_None indicates reference pose - returns true if set successfully | Animation/PoseAsset.h |
|
void SetRetargetSourceAsset
(
USkeletalMesh* InRetargetSourceAsset |
Assigns the passed skeletal mesh to the retarget source. | Animation/PoseAsset.h |
|
void UnregisterOnPoseListChanged
(
FDelegateHandle Handle |
Unregisters a delegate to be called after the preview animation has been changed | Animation/PoseAsset.h | |
void UpdatePoseFromAnimation
(
UAnimSequence* AnimSequence |
Contained poses are re-generated from the provided Animation Sequence | Animation/PoseAsset.h |
|
void UpdateRetargetSourceAssetData () |
Update the retarget data pose from the source, if it exist, else clears the retarget data pose saved in RetargetSourceAssetReferencePose. | Animation/PoseAsset.h |
|
Overridden from UAnimationAsset
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetAllAnimationSequencesReferred
(
TArray< UAnimationAsset* >& AnimationSequences, |
Retrieve all animations that are used by this asset | Animation/PoseAsset.h | |
virtual bool IsValidAdditive() |
Return true if this is valid additive animation false otherwise | Animation/PoseAsset.h | |
virtual void ReplaceReferredAnimations
(
const TMap< UAnimationAsset*, UAnimationAsset* >& ReplacementMap |
Replace this assets references to other animations based on ReplacementMap | Animation/PoseAsset.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Animation/PoseAsset.h | ||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Animation/PoseAsset.h | ||
virtual bool IsPostLoadThreadSafe() |
Animation/PoseAsset.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Animation/PoseAsset.h | ||
virtual void PostLoad() |
Animation/PoseAsset.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Animation/PoseAsset.h | ||
virtual void Serialize
(
FArchive& Ar |
Animation/PoseAsset.h |
Protected
Overridden from UAnimationAsset
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void RemapTracksToNewSkeleton
(
USkeleton* NewSkeleton, |
Animation/PoseAsset.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FName GetUniquePoseName
(
const USkeleton* Skeleton |
Animation/PoseAsset.h | ||
static FName GetUniquePoseName
(
UPoseAsset* PoseAsset |
Animation/PoseAsset.h | ||
static FSmartName GetUniquePoseSmartName
(
USkeleton* Skeleton |
Animation/PoseAsset.h |