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Engine.AnimSet

Extends
Object
Modifiers
native ( Anim ) hidecategories ( Object )

This is a set of AnimSequences All sequence have the same number of tracks, and they relate to the same bone names. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.AnimSet

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
array<AnimSetMeshLinkup>LinkupCache
namePreviewSkelMeshName
array<AnimSequence>Sequences
array<name>TrackBoneNames
AnimSet
boolbAnimRotationOnly
array<name>UseTranslationBoneNames
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
AnimSetMeshLinkup
SkelMeshLinkupGUID, BoneToTrackTable, BoneUseAnimTranslation
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

LinkupCache Source code

var transient array<AnimSetMeshLinkup> LinkupCache;
Non-serialised cache of linkups between different skeletal meshes and this AnimSet.

PreviewSkelMeshName Source code

var name PreviewSkelMeshName;
In the AnimSetEditor, when you switch to this AnimSet, it sees if this skeletal mesh is loaded and if so switches to it.

Sequences Source code

var array<AnimSequence> Sequences;
Actual animation sequence information.

TrackBoneNames Source code

var array<name> TrackBoneNames;
Bone name that each track relates to. TrackBoneName.Num() == Number of tracks.

AnimSet

bAnimRotationOnly Source code

var(AnimSet) bool bAnimRotationOnly;
Indicates that only the rotation should be taken from the animation sequence and the translation should come from the SkeletalMesh ref pose. Note that the root bone always takes translation from the animation, even if this flag is set. You can use the UseTranslationBoneNames array to specify other bones that should use translation with this flag set.

UseTranslationBoneNames Source code

var(AnimSet) array<name> UseTranslationBoneNames;
Names of bones that should use translation from the animation, if bAnimRotationOnly is set.


Structures Detail

AnimSetMeshLinkup Source code

struct AnimSetMeshLinkup
{
var array<INT> BoneToTrackTable;
var array<byte> BoneUseAnimTranslation;
var guid SkelMeshLinkupGUID;
};
This is a mapping table between each bone in a particular skeletal mesh and the tracks of this animation set.
BoneToTrackTable:
Mapping table. Size must be same as size of SkelMesh reference skeleton. No index should be more than the number of tracks in this AnimSet. -1 indicates no track for this bone - will use reference pose instead.
BoneUseAnimTranslation:
Array of booleans that indicate whether or not to read the translation of a bone from animation or ref skeleton. This is basically a cooked down version of UseTranslationBoneNames for speed. Size must be the same as size of SkelMesh ref skeleton.
SkelMeshLinkupGUID:
GUID of SkeletalMesh that this linkup entry relates to.


Defaultproperties

defaultproperties
{
   bAnimRotationOnly=True
   Name="Default__AnimSet"
   ObjectArchetype=Object'Core.Default__Object'
}

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Creation time: sk 18-3-2018 10:00:35.126 - Created with UnCodeX