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An asset to define what parts to include in a blend when layering.
| Name | UUAFBlendMask |
| Type | class |
| Header File | /Engine/Plugins/Experimental/UAF/UAF/Source/UAF/Public/UAF/BlendMask/UAFBlendMask.h |
| Include Path | #include "UAF/BlendMask/UAFBlendMask.h" |
Syntax
UCLASS (MinimalAPI, EditInlineNew, BlueprintType)
class UUAFBlendMask : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UUAFBlendMask
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FSkeletonAttributeWeightArray | TArray< FBlendProfileStandaloneCachedData::FMaskedAttributeWeight > | UAF/BlendMask/UAFBlendMask.h | |
| FSkeletonBoneWeightArray | TArray< float > | UAF/BlendMask/UAFBlendMask.h | |
| FSkeletonCurveWeightArray | UE::Anim::TNamedValueArray< FDefaultAllocator, UE::Anim::FCurveElement > | UAF/BlendMask/UAFBlendMask.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedBlendProfileData | FBlendProfileStandaloneCachedData | The flattened version of the table data for use at runtime instead of, slowly traversing the table tree. | UAF/BlendMask/UAFBlendMask.h | |
| Skeleton | TObjectPtr< USkeleton > | UAF/BlendMask/UAFBlendMask.h |
|
|
| Table | TObjectPtr< UHierarchyTable > | UAF/BlendMask/UAFBlendMask.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TObjectPtr< USkeleton > GetSkeleton() |
UAF/BlendMask/UAFBlendMask.h | ||
const FSkeletonAttributeWeightArray & GetSkeletonAttributeWeights() |
UAF/BlendMask/UAFBlendMask.h | ||
const FSkeletonBoneWeightArray & GetSkeletonBoneWeights() |
UAF/BlendMask/UAFBlendMask.h | ||
const FSkeletonCurveWeightArray & GetSkeletonCurveWeights() |
UAF/BlendMask/UAFBlendMask.h | ||
void UpdateCachedData() |
UAF/BlendMask/UAFBlendMask.h | ||
void UpdateHierarchy() |
UAF/BlendMask/UAFBlendMask.h |
Public Virtual
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
UAF/BlendMask/UAFBlendMask.h | ||
virtual void PostLoad() |
Begin UObject. | UAF/BlendMask/UAFBlendMask.h | |
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
UAF/BlendMask/UAFBlendMask.h |