#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimEnums.generated.h"
Go to the source code of this file.
|
| enum | ERootMotionRootLock::Type : int { ERootMotionRootLock::RefPose
, ERootMotionRootLock::AnimFirstFrame
, ERootMotionRootLock::Zero
} |
| |
| enum | ERootMotionMode::Type : int { ERootMotionMode::NoRootMotionExtraction
, ERootMotionMode::IgnoreRootMotion
, ERootMotionMode::RootMotionFromEverything
, ERootMotionMode::RootMotionFromMontagesOnly
} |
| |
| enum | EAdditiveBasePoseType : int {
UMETA =(DisplayName = "None")
, UMETA =(DisplayName = "None")
, UMETA =(DisplayName = "None")
, UMETA =(DisplayName = "None")
,
UMETA =(DisplayName = "None")
, ABPT_MAX
} |
| |
| enum | AnimationCompressionFormat : int {
ACF_None
, ACF_Float96NoW
, ACF_Fixed48NoW
, ACF_IntervalFixed32NoW
,
ACF_Fixed32NoW
, ACF_Float32NoW
, ACF_Identity
, UMETA =(DisplayName = "None")
} |
| |
◆ AnimationCompressionFormat
Indicates animation data compression format.
| Enumerator |
|---|
| ACF_None | |
| ACF_Float96NoW | |
| ACF_Fixed48NoW | |
| ACF_IntervalFixed32NoW | |
| ACF_Fixed32NoW | |
| ACF_Float32NoW | |
| ACF_Identity | |
| UMETA | Will be deprecated.
Use the Skeleton's ref pose as base.
Use a whole animation as a base pose. BasePoseSeq must be set.
Use one frame of an animation as a base pose. BasePoseSeq and RefFrameIndex must be set (RefFrameIndex will be clamped).
Use one frame of this animation. RefFrameIndex must be set (RefFrameIndex will be clamped).
|
◆ EAdditiveBasePoseType
For an additive animation, indicates what the animation is relative to.
| Enumerator |
|---|
| UMETA | Will be deprecated.
Use the Skeleton's ref pose as base.
Use a whole animation as a base pose. BasePoseSeq must be set.
Use one frame of an animation as a base pose. BasePoseSeq and RefFrameIndex must be set (RefFrameIndex will be clamped).
Use one frame of this animation. RefFrameIndex must be set (RefFrameIndex will be clamped).
|
| UMETA | Will be deprecated.
Use the Skeleton's ref pose as base.
Use a whole animation as a base pose. BasePoseSeq must be set.
Use one frame of an animation as a base pose. BasePoseSeq and RefFrameIndex must be set (RefFrameIndex will be clamped).
Use one frame of this animation. RefFrameIndex must be set (RefFrameIndex will be clamped).
|
| UMETA | Will be deprecated.
Use the Skeleton's ref pose as base.
Use a whole animation as a base pose. BasePoseSeq must be set.
Use one frame of an animation as a base pose. BasePoseSeq and RefFrameIndex must be set (RefFrameIndex will be clamped).
Use one frame of this animation. RefFrameIndex must be set (RefFrameIndex will be clamped).
|
| UMETA | Will be deprecated.
Use the Skeleton's ref pose as base.
Use a whole animation as a base pose. BasePoseSeq must be set.
Use one frame of an animation as a base pose. BasePoseSeq and RefFrameIndex must be set (RefFrameIndex will be clamped).
Use one frame of this animation. RefFrameIndex must be set (RefFrameIndex will be clamped).
|
| UMETA | Will be deprecated.
Use the Skeleton's ref pose as base.
Use a whole animation as a base pose. BasePoseSeq must be set.
Use one frame of an animation as a base pose. BasePoseSeq and RefFrameIndex must be set (RefFrameIndex will be clamped).
Use one frame of this animation. RefFrameIndex must be set (RefFrameIndex will be clamped).
|
| ABPT_MAX | |