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API > API/Plugins > API/Plugins/UAF
Base class for all AnimNext assets that can host RigVM logic
| Name | UUAFRigVMAsset |
| Type | class |
| Header File | /Engine/Plugins/Experimental/UAF/UAF/Source/UAF/Public/AnimNextRigVMAsset.h |
| Include Path | #include "AnimNextRigVMAsset.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UUAFRigVMAsset : public URigVMHost
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → URigVMHost → UUAFRigVMAsset
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UUAFRigVMAsset
(
const FObjectInitializer& ObjectInitializer |
AnimNextRigVMAsset.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnCompileJobEvent | TTSMulticastDelegate< void(UUAFRigVMAsset *)> | Delegate called in editor when an asset's compilation has started (i.e. asset data that instances rely on is going to change) | AnimNextRigVMAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CallFunctionHandle
(
UE::UAF::FFunctionHandle InHandle, |
Call a function handle using a property bag as arguments. | AnimNextRigVMAsset.h | |
bool ExecuteParameterlessFunction
(
UE::UAF::FFunctionHandle InHandle, |
Execute a parameterless function and copy its return value into OutReturnValue. | AnimNextRigVMAsset.h | |
UE::UAF::FFunctionHandle GetFunctionHandle
(
const FGuid& InFunctionGuid |
Get a function handle given its stable GUID. | AnimNextRigVMAsset.h | |
UE::UAF::FFunctionHandle GetFunctionHandle
(
FName InEventName |
Get a function handle given its mangled event name (backward compat) | AnimNextRigVMAsset.h | |
TConstArrayView< TObjectPtr< const UUAFRigVMAsset > > GetReferencedVariableAssets() |
Get all the assets whose variables we will reference/instance at runtime. | AnimNextRigVMAsset.h | |
TConstArrayView< TScriptInterface< const IRigVMRuntimeAssetInterface > > GetReferencedVariableRigVMAssets() |
Get all the IRigVMRuntimeAssetInterfaces whose variables we will reference/instance at runtime. | AnimNextRigVMAsset.h | |
TConstArrayView< TObjectPtr< const UScriptStruct > > GetReferencedVariableStructs() |
Get all the native structs whose variables we will reference/instance at runtime. | AnimNextRigVMAsset.h | |
const URigVM * GetRigVM() |
Get the RigVM object we host. | AnimNextRigVMAsset.h | |
const FInstancedPropertyBag & GetVariableDefaults() |
Get variable defaults property bag. | AnimNextRigVMAsset.h |
Protected
Protected Virtual
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
AnimNextRigVMAsset.h | ||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
AnimNextRigVMAsset.h | ||
virtual void PostLoad() |
AnimNextRigVMAsset.h | ||
virtual void PreDuplicate
(
FObjectDuplicationParameters& DupParams |
AnimNextRigVMAsset.h | ||
virtual void Serialize
(
FArchive& Ar |
AnimNextRigVMAsset.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FOnCompileJobEvent & OnCompileJobFinished() |
Delegate called in editor when an asset's compilation has finished (and instances can be re-allocated) | AnimNextRigVMAsset.h | |
static FOnCompileJobEvent & OnCompileJobStarted() |
AnimNextRigVMAsset.h |