UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FCompressedAnimSequence Struct Reference

#include <AnimCompressionTypes.h>

Public Member Functions

 FCompressedAnimSequence ()
 
ENGINE_API void SerializeCompressedData (FArchive &Ar, bool bDDCData, UObject *DataOwner, USkeleton *Skeleton, UAnimBoneCompressionSettings *BoneCompressionSettings, UAnimCurveCompressionSettings *CurveCompressionSettings, bool bCanUseBulkData=true)
 
ENGINE_API void RebuildCurveIndexTable ()
 
int32 GetSkeletonIndexFromTrackIndex (const int32 TrackIndex) const
 
int32 GetTrackIndexFromSkeletonIndex (const int32 BoneIndex) const
 
ENGINE_API SIZE_T GetMemorySize () const
 
ENGINE_API void Reset ()
 
ENGINE_API void ClearCompressedBoneData ()
 
ENGINE_API void ClearCompressedCurveData ()
 
ENGINE_API bool IsValid (const UAnimSequence *AnimSequence, bool bLogInformation=false) const
 
ENGINE_API bool IsBoneDataValid (const UAnimSequence *AnimSequence, bool bLogInformation=false) const
 
ENGINE_API bool IsCurveDataValid (const UAnimSequence *AnimSequence, bool bLogInformation=false) const
 

Public Attributes

TArray< struct FTrackToSkeletonMapCompressedTrackToSkeletonMapTable
 
TArray< struct FSmartNameCompressedCurveNames
 
TArray< FAnimCompressedCurveIndexedNameIndexedCurveNames
 
TMaybeMappedArray< uint8CompressedByteStream
 
TArray< uint8CompressedCurveByteStream
 
TUniquePtr< ICompressedAnimDataCompressedDataStructure
 
TObjectPtr< class UAnimBoneCompressionCodecBoneCompressionCodec
 
TObjectPtr< class UAnimCurveCompressionCodecCurveCompressionCodec
 
int32 CompressedRawDataSize
 

Constructor & Destructor Documentation

◆ FCompressedAnimSequence()

FCompressedAnimSequence::FCompressedAnimSequence ( )
inline

Member Function Documentation

◆ ClearCompressedBoneData()

void FCompressedAnimSequence::ClearCompressedBoneData ( )

◆ ClearCompressedCurveData()

void FCompressedAnimSequence::ClearCompressedCurveData ( )

◆ GetMemorySize()

SIZE_T FCompressedAnimSequence::GetMemorySize ( ) const

◆ GetSkeletonIndexFromTrackIndex()

int32 FCompressedAnimSequence::GetSkeletonIndexFromTrackIndex ( const int32  TrackIndex) const
inline

◆ GetTrackIndexFromSkeletonIndex()

int32 FCompressedAnimSequence::GetTrackIndexFromSkeletonIndex ( const int32  BoneIndex) const
inline

◆ IsBoneDataValid()

bool FCompressedAnimSequence::IsBoneDataValid ( const UAnimSequence AnimSequence,
bool  bLogInformation = false 
) const

◆ IsCurveDataValid()

bool FCompressedAnimSequence::IsCurveDataValid ( const UAnimSequence AnimSequence,
bool  bLogInformation = false 
) const

◆ IsValid()

bool FCompressedAnimSequence::IsValid ( const UAnimSequence AnimSequence,
bool  bLogInformation = false 
) const

◆ RebuildCurveIndexTable()

void FCompressedAnimSequence::RebuildCurveIndexTable ( )

◆ Reset()

void FCompressedAnimSequence::Reset ( )

◆ SerializeCompressedData()

void FCompressedAnimSequence::SerializeCompressedData ( FArchive Ar,
bool  bDDCData,
UObject DataOwner,
USkeleton Skeleton,
UAnimBoneCompressionSettings BoneCompressionSettings,
UAnimCurveCompressionSettings CurveCompressionSettings,
bool  bCanUseBulkData = true 
)

Member Data Documentation

◆ BoneCompressionCodec

TObjectPtr<class UAnimBoneCompressionCodec> FCompressedAnimSequence::BoneCompressionCodec

The codec used by the compressed data as determined by the bone compression settings.

◆ CompressedByteStream

TMaybeMappedArray<uint8> FCompressedAnimSequence::CompressedByteStream

ByteStream for compressed animation data. The memory layout is dependent on the algorithm used to compress the anim sequence.

◆ CompressedCurveByteStream

TArray<uint8> FCompressedAnimSequence::CompressedCurveByteStream

◆ CompressedCurveNames

TArray<struct FSmartName> FCompressedAnimSequence::CompressedCurveNames

◆ CompressedDataStructure

TUniquePtr<ICompressedAnimData> FCompressedAnimSequence::CompressedDataStructure

◆ CompressedRawDataSize

int32 FCompressedAnimSequence::CompressedRawDataSize

◆ CompressedTrackToSkeletonMapTable

TArray<struct FTrackToSkeletonMap> FCompressedAnimSequence::CompressedTrackToSkeletonMapTable

Version of TrackToSkeletonMapTable for the compressed tracks. Due to baking additive data we can end up with a different amount of tracks to the original raw animation and so we must index into the compressed data using this

◆ CurveCompressionCodec

TObjectPtr<class UAnimCurveCompressionCodec> FCompressedAnimSequence::CurveCompressionCodec

The codec used by the compressed data as determined by the curve compression settings.

◆ IndexedCurveNames

TArray<FAnimCompressedCurveIndexedName> FCompressedAnimSequence::IndexedCurveNames

Curve names for each compressed curve track, indices sorted by FName


The documentation for this struct was generated from the following files: