#include <AnimTypes.h>
◆ FGraphTraversalCounter()
| FGraphTraversalCounter::FGraphTraversalCounter |
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inline |
◆ Get()
| int16 FGraphTraversalCounter::Get |
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const |
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inline |
◆ GetMaxSkippedFrames()
| int16 FGraphTraversalCounter::GetMaxSkippedFrames |
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const |
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inline |
Gets the number of expected frames to be skipped by URO
◆ HasEverBeenUpdated()
| bool FGraphTraversalCounter::HasEverBeenUpdated |
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const |
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inline |
◆ Increment()
| void FGraphTraversalCounter::Increment |
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inline |
Increases the internal counter, and refreshes the current global frame counter
◆ IsSynchronized_All()
Check that both the internal counter and global frame are both in sync between this counter and another
◆ IsSynchronized_Counter()
Check whether the internal counter is synchronized between this and another counter
◆ IsSynchronized_Frame()
Check whether this counter and another were synchronized on the same global frame
◆ Reset()
| void FGraphTraversalCounter::Reset |
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Clear the internal counters and frame skip
◆ SetMaxSkippedFrames()
| void FGraphTraversalCounter::SetMaxSkippedFrames |
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int16 |
InMaxSkippedFrames | ) |
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inline |
Sets the number of expected frames to be skipped by URO
◆ SynchronizeWith()
Sync this counter with another counter
◆ WasSynchronizedCounter()
Check if this counter is either synchronized with another or is one update behind
◆ WasSynchronizedLastFrame()
Check whether this counter and another were either synchronized this global frame or were synced one frame interval previously. A frame interval is the size of SkipFrames. This means that if under URO a number of frames are skipped, this check will consider counters from the last frame before the skip and the first frame after the skip as "was synchronized"
Use this to test whether or not there's been a period when the owning animation instance has not been updated.
The documentation for this struct was generated from the following file:
- Engine/Source/Runtime/Engine/Public/Animation/AnimTypes.h