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API > API/Plugins > API/Plugins/UAF
| Name | UUAFComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/UAF/UAF/Source/UAF/Public/Component/AnimNextComponent.h |
| Include Path | #include "Component/AnimNextComponent.h" |
Syntax
UCLASS (MinimalAPI, Meta=(BlueprintSpawnableComponent))
class UUAFComponent :
public UActorComponent ,
public UE::UAF::ISystemOutputAdapter
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UUAFComponent
Implements Interfaces
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetData | TInstancedStruct< FUAFSystemFactoryAsset > | Component/AnimNextComponent.h |
|
|
| bCharacterMovementDependencyHasBeenSet | uint8 | Component/AnimNextComponent.h |
|
|
| bSetupCharacterMovementDependency | uint8 | When set, this component automatically adds a tick prerequisite to ensure the owning character's movement component ticks before this system. | Component/AnimNextComponent.h |
|
| bShowDebugDrawing | uint8 | When checked, the system's debug drawing instructions are drawn in the viewport | Component/AnimNextComponent.h |
|
| CachedSkeletalMeshComponent | TObjectPtr< USkeletalMeshComponent > | Component/AnimNextComponent.h | ||
| InitMethod | EAnimNextModuleInitMethod | How to initialize the system. | Component/AnimNextComponent.h |
|
| Inputs | TArray< FUAFComponentInputDesc > | The inputs to this UAF system. | Component/AnimNextComponent.h |
|
| InputToComponentMappings | TMap< FAnimNextVariableReference, TWeakObjectPtr< UActorComponent > > | Cached mapping between publicly exposed FValueBundle variables and their currently bound actor-components. | Component/AnimNextComponent.h |
|
| OutputComponent | FComponentReference | The skeletal mesh component that this UAF system will animate against. | Component/AnimNextComponent.h |
|
| SerialNumber | uint32 | Serial number, updated on worker threads when output is written. | Component/AnimNextComponent.h | |
| SkeletalMeshComponentOutputMode | EUAFSkeletalMeshComponentOutputMode | The operation to perform when outputting values with respect to a skeletal mesh component. | Component/AnimNextComponent.h |
|
| SystemReference | UE::UAF::FSystemReference | Owning reference to the registered system. | Component/AnimNextComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddComponentPrerequisite
(
UActorComponent* Component, |
Add a prerequisite dependency on the component's primary tick function to the specified event The component will tick before the event | Component/AnimNextComponent.h |
|
void AddComponentSubsequent
(
UActorComponent* Component, |
Add a subsequent dependency on the component's primary tick function to the specified event The component will tick after the event | Component/AnimNextComponent.h |
|
void AddModuleEventPrerequisite
(
FName InEventName, |
Add a prerequisite anim next event dependency to the specified event | Component/AnimNextComponent.h |
|
void AddModuleEventSubsequent
(
FName InEventName, |
Add a subsequent anim next event dependency to the specified event | Component/AnimNextComponent.h |
|
void AddPrerequisite
(
UObject* InObject, |
Add a prerequisite tick function dependency to the specified event | Component/AnimNextComponent.h | |
void AddSubsequent
(
UObject* InObject, |
Add a subsequent tick function dependency to the specified event | Component/AnimNextComponent.h | |
void BlueprintGetVariableReference
(
const FAnimNextVariableReference& Variable, |
Gets a system variable's value. | Component/AnimNextComponent.h |
|
void BlueprintSetInputBinding
(
const FAnimNextVariableReference& Variable, |
Sets a system's (of FValueBundle type) variable. | Component/AnimNextComponent.h |
|
void BlueprintSetVariable
(
FName Name, |
Sets a system variable's value. | Component/AnimNextComponent.h |
|
void BlueprintSetVariableReference
(
const FAnimNextVariableReference& Variable, |
Sets a system variable's value. | Component/AnimNextComponent.h |
|
const FTickFunction * FindTickFunction
(
FName InEventName |
Find the tick function for the specified event | Component/AnimNextComponent.h | |
TConstStructView< FUAFSystemFactoryAsset > GetAssetData() |
Component/AnimNextComponent.h | ||
FUAFWeakSystemReference GetSystemReference() |
Get a reference to the registered system. | Component/AnimNextComponent.h |
|
bool GetVariable
(
const FAnimNextVariableReference& InVariable, |
Get a variable. | Component/AnimNextComponent.h | |
void QueueInputTraitEvent
(
FAnimNextTraitEventPtr Event |
Queues an input trait event Input events will be processed in the next graph update after they are queued | Component/AnimNextComponent.h | |
void QueueTask
(
FName InModuleEventName, |
Queue a task to run during execution. | Component/AnimNextComponent.h | |
void RemoveComponentPrerequisite
(
UActorComponent* Component, |
Remove a prerequisite on the component's primary tick function from the specified event | Component/AnimNextComponent.h |
|
void RemoveComponentSubsequent
(
UActorComponent* Component, |
Remove a subsequent dependency on the component's primary tick function from the specified event | Component/AnimNextComponent.h |
|
void RemoveModuleEventPrerequisite
(
FName InEventName, |
Remove a prerequisite anim next event dependency from the specified event | Component/AnimNextComponent.h |
|
void RemoveModuleEventSubsequent
(
FName InEventName, |
Remove a subsequent anim next event dependency from the specified event | Component/AnimNextComponent.h |
|
void RemovePrerequisite
(
UObject* InObject, |
Remove a prerequisite tick function dependency from the specified event | Component/AnimNextComponent.h | |
void RemoveSubsequent
(
UObject* InObject, |
Remove a prerequisite tick function dependency from the specified event | Component/AnimNextComponent.h | |
void SetAsset
(
TInstancedStruct< FUAFSystemFactoryAsset >&& AssetData |
Can only be called when component is not registered | Component/AnimNextComponent.h | |
bool SetVariable
(
const FAnimNextVariableReference& InVariable, |
Set a variable. | Component/AnimNextComponent.h | |
void ShowDebugDrawing
(
bool bShowDebugDrawing |
Enable or disable debug drawing. Note only works in builds with UE_ENABLE_DEBUG_DRAWING enabled. | Component/AnimNextComponent.h |
|
bool WriteVariable
(
const FAnimNextVariableReference& InVariable, |
Accesses a variable for writing. | Component/AnimNextComponent.h |