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A Behavior represents a specific control structure that can be used to control a character (for example - a trajectory to follow, a target point to move towards).
To define a behavior it is required to inherit from this class and to provide the "SpecifyControl", and "MakeControlSets" functions. The "DrawDebugControl" function may also be provided to do debug drawing in the training viewport.
| Name | UAnimGenBehavior |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Animation/AnimGen/Source/AnimGen/Public/AnimGenBehavior.h |
| Include Path | #include "AnimGenBehavior.h" |
Syntax
UCLASS (Abstract, HideDropDown, EditInlineNew, DefaultToInstanced, CollapseCategories,
BlueprintType, Blueprintable)
class UAnimGenBehavior : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimGenBehavior
Derived Classes
UAnimGenBehavior derived class hierarchy
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void DrawDebugControl
(
const FDebugDrawer& Drawer, |
Draw debug the current frame in the training data | AnimGenBehavior.h |
|
void MakeControlSets
(
TArray< FAnimGenControlSet >& OutControlSets, |
Make the control sets used for training from the given database and frame ranges in the database | AnimGenBehavior.h |
|
FAnimGenControlSchemaElement SpecifyControl
(
UPARAM(ref) FAnimGenControlSchema& InControlSchema |
Specify the control structure used by this behavior. | AnimGenBehavior.h |
|