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UAnimationAsset

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Inheritance Hierarchy

Syntax

class UAnimationAsset :
    public UObject ,
    public IInterface_AssetUserData ,
    public IInterface_PreviewMeshProvider

Variables

Name Description

Protected variable

UAssetMappingTa ...

 

AssetMappingTable

Asset mapping table when ParentAsset is set

Protected variable

TArray < UAssetU ...

 

AssetUserData

WITH_EDITORONLY_DATA.

Public variable

TArray < class U ...

 

ChildrenAssets

Note this is transient as they're added as they're loaded

Public variable

UAnimationAsset ...

 

ParentAsset

Parent asset is used for AnimMontage when it derives all settings but remap animation asset.

Public variable

UPoseAsset *...

 

PreviewPoseAsset

The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset

Public variable

UThumbnailInfo ...

 

ThumbnailInfo

Information for thumbnail rendering

Constructors

Name Description

Public function

UAnimationAsset

(
    const FObjectInitializer & ObjectIn...
)

UAnimationAsset .

Functions

Name Description

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

AddMetaData

(
    UAnimMetaData * MetaDataInstanc...
)

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

EmptyMetaData()

Protected function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

GetAllAnimationSequencesReferred

(
    TArray < class UAnimationAsset *...,
    bool bRecursive
)

Retrieve all animations that are used by this asset

Public function

const UAsset ...

 

GetAssetMappingTable()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)in ...

 

GetMarkerUpdateCounter()

Public function Virtual

float

 

GetMaxCurrentTime()

This is used in editor only when used for transition getter this doesn't mean max time.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) c...

 

GetMetaData()

Get available Metadata within the animation asset

Public function

USkeleton &#...

 

GetSkeleton()

WITH_EDITOR.

Public function

FGuid

 

GetSkeletonVirtualBoneGuid()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)TA ...

 

GetUniqueMarkerNames()

WITH_EDITOR.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

HandleAnimReferenceCollection

(
    TArray < UAnimationAsset * >& A...,
    bool bRecursive
)

Helper function for GetAllAnimationSequencesReferred, it adds itself first and call GetAllAnimationSEquencesReferred.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

HasParentAsset()

Public function Virtual

bool

 

IsValidAdditive()

Return true if this is valid additive animation false otherwise

Protected function Virtual

void

 

RefreshParentAssetData()

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

RemapAsset

(
    UAnimationAsset * SourceAsset,
    UAnimationAsset * TargetAsset
)

Protected function Virtual

void

 

RemapTracksToNewSkeleton

(
    USkeleton * NewSkeleton,
    bool bConvertSpaces
)

WITH_EDITORONLY_DATA.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

RemoveMetaData

(
    const TArray < class UAnimMetaData &...
)

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

RemoveMetaData

(
    UAnimMetaData * MetaDataInstanc...
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

ReplaceReferredAnimations

(
    const TMap < UAnimationAsset *, ...
)

Replace this assets references to other animations based on ReplacementMap

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

ReplaceSkeleton

(
    USkeleton * NewSkeleton,
    bool bConvertSpaces
)

Replace Skeleton

Public function

void

 

ResetSkeleton

(
    USkeleton * NewSkeleton
)

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SetParentAsset

(
    UAnimationAsset * InParentAsset
)

Parent Asset related function. Used by editor

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SetSkeleton

(
    USkeleton * NewSkeleton
)

Public function

void

 

SetSkeletonVirtualBoneGuid

(
    FGuid Guid
)

Public function Virtual

void

 

TickAssetPlayer

(
    FAnimTickRecord & Instance,
    FAnimNotifyQueue & NotifyQueue,
    FAnimAssetTickContext & Context
)

Advances the asset player instance

Public function

void

 

UpdateParentAsset()

We have to update whenever we have anything loaded

Public function

void

 

ValidateParentAsset()

Public function

void

 

ValidateSkeleton()

Validate our stored data against our skeleton and update accordingly

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object, and immediately after any undo/redo.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

UObject serializer.

Overridden from IInterface_AssetUserData

Name Description

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

AddAssetUserData

(
    UAssetUserData * InUserData
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) c...

 

GetAssetUserDataArray()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)UA ...

 

GetAssetUserDataOfClass

(
    TSubclassOf < UAssetUserData > InUse...
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

RemoveUserDataOfClass

(
    TSubclassOf < UAssetUserData > InUse...
)

Overridden from IInterface_PreviewMeshProvider

Name Description

Public function Virtual

USkeletalMes ...

 

GetPreviewMesh

(
    bool bFindIfNotSet
)

Get the preview mesh for this asset, non const.

Public function Virtual

USkeletalMes ...

 

GetPreviewMesh()

Get the preview mesh for this asset

Public function Virtual

void

 

SetPreviewMesh

(
    USkeletalMesh * PreviewMesh,
    bool bMarkAsDirty
)

IInterface_PreviewMeshProvider interface

References

Module

Engine

Header

Runtime/Engine/Classes/Animation/AnimationAsset.h