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

#include <AnimTypes.h>

Public Member Functions

 FGraphTraversalCounter ()
 
int16 Get () const
 
bool HasEverBeenUpdated () const
 
void Increment ()
 
void SetMaxSkippedFrames (int16 InMaxSkippedFrames)
 
int16 GetMaxSkippedFrames () const
 
void Reset ()
 
void SynchronizeWith (const FGraphTraversalCounter &InMasterCounter)
 
bool IsSynchronized_Counter (const FGraphTraversalCounter &InOtherCounter) const
 
bool IsSynchronized_Frame (const FGraphTraversalCounter &InOtherCounter) const
 
bool IsSynchronized_All (const FGraphTraversalCounter &InOtherCounter) const
 
bool WasSynchronizedCounter (const FGraphTraversalCounter &InOtherCounter) const
 
bool WasSynchronizedLastFrame (const FGraphTraversalCounter &InOtherCounter) const
 

Constructor & Destructor Documentation

◆ FGraphTraversalCounter()

FGraphTraversalCounter::FGraphTraversalCounter ( )
inline

Member Function Documentation

◆ Get()

int16 FGraphTraversalCounter::Get ( ) const
inline

◆ GetMaxSkippedFrames()

int16 FGraphTraversalCounter::GetMaxSkippedFrames ( ) const
inline

Gets the number of expected frames to be skipped by URO

◆ HasEverBeenUpdated()

bool FGraphTraversalCounter::HasEverBeenUpdated ( ) const
inline

◆ Increment()

void FGraphTraversalCounter::Increment ( )
inline

Increases the internal counter, and refreshes the current global frame counter

◆ IsSynchronized_All()

bool FGraphTraversalCounter::IsSynchronized_All ( const FGraphTraversalCounter InOtherCounter) const
inline

Check that both the internal counter and global frame are both in sync between this counter and another

◆ IsSynchronized_Counter()

bool FGraphTraversalCounter::IsSynchronized_Counter ( const FGraphTraversalCounter InOtherCounter) const
inline

Check whether the internal counter is synchronized between this and another counter

◆ IsSynchronized_Frame()

bool FGraphTraversalCounter::IsSynchronized_Frame ( const FGraphTraversalCounter InOtherCounter) const
inline

Check whether this counter and another were synchronized on the same global frame

◆ Reset()

void FGraphTraversalCounter::Reset ( )
inline

Clear the internal counters and frame skip

◆ SetMaxSkippedFrames()

void FGraphTraversalCounter::SetMaxSkippedFrames ( int16  InMaxSkippedFrames)
inline

Sets the number of expected frames to be skipped by URO

◆ SynchronizeWith()

void FGraphTraversalCounter::SynchronizeWith ( const FGraphTraversalCounter InMasterCounter)
inline

Sync this counter with another counter

◆ WasSynchronizedCounter()

bool FGraphTraversalCounter::WasSynchronizedCounter ( const FGraphTraversalCounter InOtherCounter) const
inline

Check if this counter is either synchronized with another or is one update behind

◆ WasSynchronizedLastFrame()

bool FGraphTraversalCounter::WasSynchronizedLastFrame ( const FGraphTraversalCounter InOtherCounter) const
inline

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: