void |
ApplyToAll ( TSubclassOf< UAnimationModifier > M..., bool bForceApply ) |
Applies all instances of the provided Modifier class to its outer Animation Sequence |
void |
ApplyToAnimationSequence ( UAnimSequence* AnimSequence ) |
Applying and reverting the modifier for the given Animation Sequence |
bool |
CanRevert ( IInterface_AssetUserData* Asse... ) |
Returns whether or not this modifier can be reverted, which means it will have to been applied to the given AnimationSequence |
void |
ExecuteOnApply ( UAnimSequence* InAnimSequence ) |
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void |
ExecuteOnRevert ( UAnimSequence* InAnimSequence ) |
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const UAnimS... |
GetAnimationSequence () |
Derived class accessors to skeleton and anim sequence. |
void |
GetAssetRegistryTagsForAppliedModifiersFromSkeleton ( const UObject* Object, TArray< UObject::FAssetRegistryTag ... ) |
Get Asset Registry tags for applied modifiers from skeleton |
FGuid |
GetLatestRevisionGuid () |
Get the latest revision GUID of this modifier class. |
int32 |
GetNativeClassRevision () |
Used for natively updating the revision GUID, fairly basic and relies on config files currently |
const USkele... |
GetSkeleton () |
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bool |
HasLegacyPreviousAppliedModifierOnSkeleton () |
Check if this Modifier On Skeleton has PreviouslyAppliedModifier_DEPRECATED from previous version. |
bool |
IsLatestRevisionApplied ( IInterface_AssetUserData* Asse... ) |
Whether or not the latest compiled version of the blueprint is applied for this instance |
void |
LoadModifierReferencers ( TSubclassOf< UAnimationModifier > M... ) |
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void |
OnApply ( UAnimSequence* AnimationSequen... ) |
Executed when the Animation is initialized (native event for debugging / testing purposes) |
void |
OnApply_Implementation ( UAnimSequence* AnimationSequen... ) |
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void |
OnRevert ( UAnimSequence* AnimationSequen... ) |
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void |
OnRevert_Implementation ( UAnimSequence* AnimationSequen... ) |
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void |
RemoveLegacyPreviousAppliedModifierOnSkeleton ( USkeleton* Skeleton ) |
Mark this modifier on skeleton as reverted (affect CanRevert, IsLatestRevisionApplied) |
void |
RevertFromAnimationSequence ( UAnimSequence* AnimSequence ) |
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void |
UpdateCompressedAnimationData () |
Checks if the animation data has to be re-baked / compressed and does so |
void |
UpdateNativeRevisionGuid () |
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void |
UpdateRevisionGuid ( UClass* ModifierClass ) |
Updating of blueprint and native GUIDs |