#include <MovieSceneSkeletalAnimationSection.h>
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| | FMovieSceneSkeletalAnimationParams () |
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| float | GetDuration () const |
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| float | GetSequenceLength () const |
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| double MOVIESCENETRACKS_API | MapTimeToAnimation (const UMovieSceneSection *InSection, FFrameTime InPosition, FFrameRate InFrameRate, UAnimSequenceBase *OverrideSequence=nullptr) const |
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| double MOVIESCENETRACKS_API | MapTimeToAnimation (FFrameNumber InSectionStartTime, FFrameNumber InSectionEndTime, FFrameTime InPosition, FFrameRate InFrameRate, UAnimSequenceBase *OverrideSequence=nullptr) const |
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| MOVIESCENETRACKS_API FMovieSceneSequenceTransform | MakeTransform (const FFrameRate &OuterFrameRate, const TRange< FFrameNumber > &OuterRange, UAnimSequenceBase *OverrideSequence=nullptr, bool bClampToOuterRange=true, bool bForceLoop=false) const |
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◆ FMovieSceneSkeletalAnimationParams()
| FMovieSceneSkeletalAnimationParams::FMovieSceneSkeletalAnimationParams |
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◆ GetDuration()
| float FMovieSceneSkeletalAnimationParams::GetDuration |
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const |
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inline |
Gets the animation duration, modified by play rate
◆ GetSequenceLength()
| float FMovieSceneSkeletalAnimationParams::GetSequenceLength |
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const |
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inline |
Gets the animation sequence length, not modified by play rate
◆ MakeTransform()
Make a transform structure from these animation parameters
◆ MapTimeToAnimation() [1/2]
Convert a sequence frame to a time in seconds inside the animation clip, taking into account start/end offsets, looping, etc.
◆ MapTimeToAnimation() [2/2]
As above, but with already computed section bounds.
◆ Animation
The animation this section plays
◆ bForceCustomMode
| bool FMovieSceneSkeletalAnimationParams::bForceCustomMode |
If on animation sequence will always play when active even if the animation is controlled by a Blueprint or Anim Instance Class
◆ bLinearPlaybackWhenScaled
| bool FMovieSceneSkeletalAnimationParams::bLinearPlaybackWhenScaled |
◆ bReverse
| uint32 FMovieSceneSkeletalAnimationParams::bReverse |
Reverse the playback of the animation clip
◆ bSkipAnimNotifiers
| bool FMovieSceneSkeletalAnimationParams::bSkipAnimNotifiers |
If on will skip sending animation notifies
◆ EndFrameOffset
| FFrameNumber FMovieSceneSkeletalAnimationParams::EndFrameOffset |
The offset into the end of the animation clip
◆ EndOffset_DEPRECATED
| float FMovieSceneSkeletalAnimationParams::EndOffset_DEPRECATED |
◆ FirstLoopStartFrameOffset
| FFrameNumber FMovieSceneSkeletalAnimationParams::FirstLoopStartFrameOffset |
The offset into the beginning of the animation clip for the first loop of play.
◆ MirrorDataTable
◆ PlayRate
The playback rate of the animation clip
◆ SlotName
| FName FMovieSceneSkeletalAnimationParams::SlotName |
The slot name to use for the animation
◆ StartFrameOffset
| FFrameNumber FMovieSceneSkeletalAnimationParams::StartFrameOffset |
The offset into the beginning of the animation clip
◆ StartOffset_DEPRECATED
| float FMovieSceneSkeletalAnimationParams::StartOffset_DEPRECATED |
◆ SwapRootBone
If on the root bone transform will be swapped to the specified root
◆ Weight
The weight curve for this animation section
The documentation for this struct was generated from the following files: