UAnimationAsset

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

Array of user data stored with the asset

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...
)

Functions

Name Description

Public function

void

 

AddMetaData

(
    UAnimMetaData * MetaDataInstanc...
)

Public function

void

 

EmptyMetaData()

Protected function Virtual

bool

 

GetAllAnimationSequencesReferred

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

Retrieve all animations that are used by this asset

Public function Const

const UAsset ...

 

GetAssetMappingTable()

Public function Virtual Const

int32

 

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 Const

const TArray ...

 

GetMetaData()

Get available Metadata within the animation asset

Public function Const

USkeleton &#...

 

GetSkeleton()

Public function Const

FGuid

 

GetSkeletonVirtualBoneGuid()

Public function Virtual

TArray < FNam ...

 

GetUniqueMarkerNames()

Return a list of unique marker names for blending compatibility

Public function

void

 

HandleAnimReferenceCollection

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

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

Public function

bool

 

HasParentAsset()

Public function Virtual Const

bool

 

IsValidAdditive()

Return true if this is valid additive animation false otherwise

Protected function Virtual

void

 

RefreshParentAssetData()

Public function

bool

 

RemapAsset

(
    UAnimationAsset * SourceAsset,
    UAnimationAsset * TargetAsset
)

Protected function Virtual

void

 

RemapTracksToNewSkeleton

(
    USkeleton * NewSkeleton,
    bool bConvertSpaces
)

Public function

void

 

RemoveMetaData

(
    const TArray < class UAnimMetaData &...
)

Public function

void

 

RemoveMetaData

(
    UAnimMetaData * MetaDataInstanc...
)

Public function Virtual

void

 

ReplaceReferredAnimations

(
    const TMap < UAnimationAsset *, ...
)

Replace this assets references to other animations based on ReplacementMap

Public function

bool

 

ReplaceSkeleton

(
    USkeleton * NewSkeleton,
    bool bConvertSpaces
)

Replace Skeleton

Public function

void

 

ResetSkeleton

(
    USkeleton * NewSkeleton
)

Public function

void

 

SetParentAsset

(
    UAnimationAsset * InParentAsset
)

Parent Asset related function. Used by editor

Public function

void

 

SetSkeleton

(
    USkeleton * NewSkeleton
)

Public function

void

 

SetSkeletonVirtualBoneGuid

(
    FGuid Guid
)

Public function Virtual Const

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

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

Handles reading, writing, and reference collecting using FArchive .

Overridden from IInterface_AssetUserData

Name Description

Public function Virtual

void

 

AddAssetUserData

(
    UAssetUserData * InUserData
)

Public function Virtual Const

const TArray ...

 

GetAssetUserDataArray()

Public function Virtual

UAssetUserDa ...

 

GetAssetUserDataOfClass

(
    TSubclassOf < UAssetUserData > InUse...
)

Public function Virtual

void

 

RemoveUserDataOfClass

(
    TSubclassOf < UAssetUserData > InUse...
)

Overridden from IInterface_PreviewMeshProvider

Name Description

Public function Virtual Const

USkeletalMes ...

 

GetPreviewMesh()

Get the preview mesh for this asset

Public function Virtual

USkeletalMes ...

 

GetPreviewMesh

(
    bool bFindIfNotSet
)

Get the preview mesh for this asset, non const.

Public function Virtual

void

 

SetPreviewMesh

(
    USkeletalMesh * PreviewMesh,
    bool bMarkAsDirty
)

IInterface_PreviewMeshProvider interface

References

Module

Engine

Header

Runtime/Engine/Classes/Animation/AnimationAsset.h