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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <AnimationEvaluation.h>
Public Member Functions | |
| FAnimationEvaluator (USkeletalMeshComponent *InSkeletalMeshComponent) | |
| ~FAnimationEvaluator () | |
| void | Update (const bool bRefreshBoneTransforms) |
| bool | IsValid (const bool bForTransform=false) const |
| CONSTRAINTS_API FTransform | GetGlobalTransform (const FName InSocketName) const |
| FTransform | GetRelativeTransform (const FName InSocketName) const |
| bool | AddPostEvaluationTask (const FAnimationEvaluationTask &InTask) |
FAnimationEvaluator allows evaluating the animation of a skeletal mesh without having to tick it directly. USkeletalMeshComponent::TickAnimation & USkeletalMeshComponent::RefreshBoneTransforms update internal data, in particular bones transforms, which leads to several side effects (motion blur for example) as well as poor performance. This structure provides a cached equivalent of USkeletalMeshComponent::RefreshBoneTransforms, which is only updated on demand. It's also bound to USkeletalMeshComponent::OnBoneTransformsFinalizedMC so that it's updated with the real values once the skeletal mesh is finally up to date.
| UE::Anim::FAnimationEvaluator::FAnimationEvaluator | ( | USkeletalMeshComponent * | InSkeletalMeshComponent | ) |
| UE::Anim::FAnimationEvaluator::~FAnimationEvaluator | ( | ) |
| bool UE::Anim::FAnimationEvaluator::AddPostEvaluationTask | ( | const FAnimationEvaluationTask & | InTask | ) |
Adds a post-evaluation task to this evaluator if it has not already been added (returns true if added).
| FTransform UE::Anim::FAnimationEvaluator::GetGlobalTransform | ( | const FName | InSocketName | ) | const |
Returns InSocketName component space transform composed with the skeletal mesh component's global transform.
| FTransform UE::Anim::FAnimationEvaluator::GetRelativeTransform | ( | const FName | InSocketName | ) | const |
Returns InSocketName component space transform composed with the skeletal mesh component's relative transform.
Returns true if the skeletal mesh component, its skeletal mesh and the transforms are valid for use. If bForTransform is true, the sizes of the component space transforms from the skeletal mesh component and those of the context are tested.
Clears the context and refresh the bones transforms if bRefreshBoneTransforms is true.