UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AnimTypes.h File Reference
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Misc/MemStack.h"
#include "Algo/Transform.h"
#include "Animation/AnimLinkableElement.h"
#include "Animation/AnimEnums.h"
#include "Misc/SecureHash.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "UObject/UE5ReleaseStreamObjectVersion.h"
#include "AnimTypes.generated.h"

Go to the source code of this file.

Classes

struct  FPerBoneBlendWeight
 
struct  FPerBoneBlendWeights
 
struct  FGraphTraversalCounter
 
struct  FAnimNotifyEvent
 
struct  FAnimSyncMarker
 
struct  FAnimNotifyTrack
 
struct  FSlotNodeWeightInfo
 
struct  FMarkerSyncData
 
struct  FAnimWeight
 
struct  FAnimKeyHelper
 
struct  FAxisOption
 
struct  FTrackToSkeletonMap
 
struct  FRawAnimSequenceTrack
 
struct  TStructOpsTypeTraits< FRawAnimSequenceTrack >
 
class  URawAnimSequenceTrackExtensions
 
class  FBoneData
 

Namespaces

namespace  EAnimEventTriggerOffsets
 
namespace  EMontageNotifyTickType
 
namespace  ENotifyFilterType
 
namespace  ECurveBlendOption
 
namespace  SmartName
 
namespace  EAxisOption
 
namespace  EComponentType
 

Macros

#define ENABLE_ANIM_DEBUG   (1 && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
 
#define DEFAULT_SAMPLERATE   30.f
 
#define MINIMUM_ANIMATION_LENGTH   (1/DEFAULT_SAMPLERATE)
 
#define ENABLE_VERBOSE_ANIM_PERF_TRACKING   0
 
#define MAX_ANIMATION_TRACKS   65535
 

Typedefs

typedef TMemStackAllocator FAnimStackAllocator
 

Enumerations

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
}
 

Functions

ENGINE_API float GetTriggerTimeOffsetForType (EAnimEventTriggerOffsets::Type OffsetType)
 

Variables

constexpr UID_Type SmartName::MaxUID = MAX_uint16
 

Macro Definition Documentation

◆ DEFAULT_SAMPLERATE

#define DEFAULT_SAMPLERATE   30.f

◆ ENABLE_ANIM_DEBUG

#define ENABLE_ANIM_DEBUG   (1 && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))

◆ ENABLE_VERBOSE_ANIM_PERF_TRACKING

#define ENABLE_VERBOSE_ANIM_PERF_TRACKING   0

◆ MAX_ANIMATION_TRACKS

#define MAX_ANIMATION_TRACKS   65535

◆ MINIMUM_ANIMATION_LENGTH

#define MINIMUM_ANIMATION_LENGTH   (1/DEFAULT_SAMPLERATE)

Typedef Documentation

◆ FAnimStackAllocator

Enumeration Type Documentation

◆ 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 EBoneAxis : int

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.

Function Documentation

◆ GetTriggerTimeOffsetForType()

ENGINE_API float GetTriggerTimeOffsetForType ( EAnimEventTriggerOffsets::Type  OffsetType)