#include <AnimCompressionTypes.h>
◆ FCompressedAnimSequence()
| FCompressedAnimSequence::FCompressedAnimSequence |
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◆ ClearCompressedBoneData()
| void FCompressedAnimSequence::ClearCompressedBoneData |
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◆ ClearCompressedCurveData()
| void FCompressedAnimSequence::ClearCompressedCurveData |
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◆ GetMemorySize()
| SIZE_T FCompressedAnimSequence::GetMemorySize |
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◆ GetSkeletonIndexFromTrackIndex()
| int32 FCompressedAnimSequence::GetSkeletonIndexFromTrackIndex |
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const int32 |
TrackIndex | ) |
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◆ GetTrackIndexFromSkeletonIndex()
| int32 FCompressedAnimSequence::GetTrackIndexFromSkeletonIndex |
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const int32 |
BoneIndex | ) |
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◆ IsBoneDataValid()
◆ IsCurveDataValid()
◆ IsValid()
◆ RebuildCurveIndexTable()
| void FCompressedAnimSequence::RebuildCurveIndexTable |
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◆ Reset()
| void FCompressedAnimSequence::Reset |
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◆ SerializeCompressedData()
◆ BoneCompressionCodec
The codec used by the compressed data as determined by the bone compression settings.
◆ 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
◆ CompressedDataStructure
◆ CompressedRawDataSize
| int32 FCompressedAnimSequence::CompressedRawDataSize |
◆ 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
The codec used by the compressed data as determined by the curve compression settings.
◆ IndexedCurveNames
Curve names for each compressed curve track, indices sorted by FName
The documentation for this struct was generated from the following files: