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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <BlendProfileScratchData.h>
Inheritance diagram for FBlendProfileScratchData:Public Member Functions | |
| void | Reset () |
| bool | IsEmpty () const |
Public Member Functions inherited from FTlsAutoCleanup | |
| virtual | ~FTlsAutoCleanup () |
| CORE_API void | Register () |
Public Attributes | |
| TArray< TArray< float > > | PerBoneWeights |
| TArray< float > | PerBoneWeightTotals |
| TArray< float > | PerBoneWeightTotalsAdditive |
| TArray< float > | BoneBlendProfileScales |
| TArray< FSlotEvaluationPose > | Poses |
| TArray< FSlotEvaluationPose > | AdditivePoses |
| TArray< uint8, TInlineAllocator< 8 > > | PoseIndices |
| TArray< uint8, TInlineAllocator< 8 > > | AdditivePoseIndices |
| TArray< float, TInlineAllocator< 8 > > | BlendingWeights |
| TArray< const FCompactPose *, TInlineAllocator< 8 > > | BlendingPoses |
| TArray< const FBlendedCurve *, TInlineAllocator< 8 > > | BlendingCurves |
| TArray< const UE::Anim::FStackAttributeContainer *, TInlineAllocator< 8 > > | BlendingAttributes |
Additional Inherited Members | |
Static Public Member Functions inherited from TThreadSingleton< FBlendProfileScratchData > | |
| static FORCEINLINE FBlendProfileScratchData & | Get () |
| static FORCEINLINE FBlendProfileScratchData & | Get (TFunctionRef< FTlsAutoCleanup *()> CreateInstance) |
| static FORCEINLINE FBlendProfileScratchData * | TryGet () |
| static FORCEINLINE FBlendProfileScratchData * | Inject (FBlendProfileScratchData *Instance) |
Protected Member Functions inherited from TThreadSingleton< FBlendProfileScratchData > | |
| TThreadSingleton () | |
| virtual | ~TThreadSingleton () |
Static Protected Member Functions inherited from TThreadSingleton< FBlendProfileScratchData > | |
| static FTlsAutoCleanup * | CreateInstance () |
Protected Attributes inherited from TThreadSingleton< FBlendProfileScratchData > | |
| const uint32 | ThreadId |
Temporary data that we use during blending of anim montages that use blend profiles. We use this in order to prevent runtime allocations.
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inline |
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inline |
| TArray<uint8, TInlineAllocator<8> > FBlendProfileScratchData::AdditivePoseIndices |
| TArray<FSlotEvaluationPose> FBlendProfileScratchData::AdditivePoses |
| TArray<const UE::Anim::FStackAttributeContainer*, TInlineAllocator<8> > FBlendProfileScratchData::BlendingAttributes |
| TArray<const FBlendedCurve*, TInlineAllocator<8> > FBlendProfileScratchData::BlendingCurves |
| TArray<const FCompactPose*, TInlineAllocator<8> > FBlendProfileScratchData::BlendingPoses |
| TArray<float, TInlineAllocator<8> > FBlendProfileScratchData::BlendingWeights |
| TArray<uint8, TInlineAllocator<8> > FBlendProfileScratchData::PoseIndices |
| TArray<FSlotEvaluationPose> FBlendProfileScratchData::Poses |