Go to the source code of this file.
|
| enum | EAnimEventTriggerOffsets::Type { EAnimEventTriggerOffsets::OffsetBefore
, EAnimEventTriggerOffsets::OffsetAfter
, EAnimEventTriggerOffsets::NoOffset
} |
| |
| enum | EBoneAxis : int { UMETA =(DisplayName = "X Axis")
, UMETA =(DisplayName = "X Axis")
, UMETA =(DisplayName = "X Axis")
} |
| |
| enum | EBoneControlSpace : int {
UMETA =(DisplayName = "X Axis")
, UMETA =(DisplayName = "X Axis")
, UMETA =(DisplayName = "X Axis")
, UMETA =(DisplayName = "X Axis")
,
BCS_MAX
} |
| |
| enum | EBoneRotationSource : int { UMETA =(DisplayName = "X Axis")
, UMETA =(DisplayName = "X Axis")
, UMETA =(DisplayName = "X Axis")
} |
| |
| enum | EMontageNotifyTickType::Type : int { EMontageNotifyTickType::Queued
, EMontageNotifyTickType::BranchingPoint
} |
| |
| enum | ENotifyFilterType::Type : int { ENotifyFilterType::NoFiltering
, ENotifyFilterType::LOD
} |
| |
| enum | EAdditiveAnimationType : int { UMETA =(DisplayName = "X Axis")
, UMETA =(DisplayName = "X Axis")
, UMETA =(DisplayName = "X Axis")
, AAT_MAX
} |
| |
| enum | ECurveBlendOption::Type : int {
ECurveBlendOption::Override
, ECurveBlendOption::DoNotOverride
, ECurveBlendOption::NormalizeByWeight
, ECurveBlendOption::BlendByWeight
,
ECurveBlendOption::UseBasePose
, ECurveBlendOption::UseMaxValue
, ECurveBlendOption::UseMinValue
} |
| |
| enum class | EAnimInterpolationType : uint8 { UMETA =(DisplayName="Linear")
, UMETA =(DisplayName="Step")
} |
| |
| enum | EComponentType::Type : int {
EComponentType::None = 0
, EComponentType::TranslationX
, EComponentType::TranslationY
, EComponentType::TranslationZ
,
EComponentType::RotationX
, EComponentType::RotationY
, EComponentType::RotationZ
, EComponentType::UMETA =(DisplayName = "Scale (largest component)")
,
EComponentType::ScaleX
, EComponentType::ScaleY
, EComponentType::ScaleZ
} |
| |
◆ DEFAULT_SAMPLERATE
| #define DEFAULT_SAMPLERATE 30.f |
◆ ENABLE_ANIM_DEBUG
◆ ENABLE_VERBOSE_ANIM_PERF_TRACKING
| #define ENABLE_VERBOSE_ANIM_PERF_TRACKING 0 |
◆ MAX_ANIMATION_TRACKS
| #define MAX_ANIMATION_TRACKS 65535 |
◆ MINIMUM_ANIMATION_LENGTH
◆ FAnimStackAllocator
◆ EAdditiveAnimationType
Indicates whether an animation is additive, and what kind.
| Enumerator |
|---|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| AAT_MAX | |
◆ EAnimInterpolationType
Indicates how animation should be evaluated between keys.
| Enumerator |
|---|
| UMETA | Linear interpolation when looking up values between keys.
|
| UMETA | Step interpolation when looking up values between keys.
|
◆ EBoneAxis
Enum for specifying a specific axis of a bone
| Enumerator |
|---|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
◆ EBoneControlSpace
Enum for controlling which reference frame a controller is applied in.
| Enumerator |
|---|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| BCS_MAX | |
◆ EBoneRotationSource
Enum for specifying the source of a bone's rotation.
| Enumerator |
|---|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
| UMETA | Set absolute position of bone in world space.
Set position of bone in SkeletalMeshComponent's reference frame.
Set position of bone relative to parent bone.
Set position of bone in its own reference frame.
Don't change rotation at all.
Keep forward direction vector relative to the parent bone.
Copy rotation of target to bone.
No additive.
|
◆ GetTriggerTimeOffsetForType()