UAnimationModifier

Unreal Engine C++ API Reference > Editor > AnimationModifiers

Inheritance Hierarchy

References

   
Module AnimationModifiers
Header /Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Include #include "AnimationModifier.h"

Syntax

class UAnimationModifier : public [UObject](API\Runtime\CoreUObject\UObject\UObject)  

Variables

Type Name Description
bool bReapplyPostOwnerChange If this is set to true then the animation modifier will call it's reapply function after any change made to the owning asset.

Constructors

Type Name Description
  UAnimationModifier ()  

Functions

Type Name Description
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 )  
void ExecuteOnRevert ( UAnimSequence* InAnimSequence )  
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 ()  
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... )  
void OnApply ( UAnimSequence* AnimationSequen... ) Executed when the Animation is initialized (native event for debugging / testing purposes)
void OnApply_Implementation ( UAnimSequence* AnimationSequen... )  
void OnRevert ( UAnimSequence* AnimationSequen... )  
void OnRevert_Implementation ( UAnimSequence* AnimationSequen... )  
void RemoveLegacyPreviousAppliedModifierOnSkeleton ( USkeleton* Skeleton ) Mark this modifier on skeleton as reverted (affect CanRevert, IsLatestRevisionApplied)
void RevertFromAnimationSequence ( UAnimSequence* AnimSequence )  
void UpdateCompressedAnimationData () Checks if the animation data has to be re-baked / compressed and does so
void UpdateNativeRevisionGuid ()  
void UpdateRevisionGuid ( UClass* ModifierClass ) Updating of blueprint and native GUIDs

Overridden from UObject

Type Name Description
void PostInitProperties () Called after the C++ constructor and after the properties have been initialized, including those loaded from config.
void PostLoad () Do any object-specific cleanup required immediately after loading an object.
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Constants

Deprecated Functions

Type Name Description
bool IsCurrentlyApplyingModifier () IsCurrentlyApplyingModifier has been deprecated, can check for modifiers being applied with UE::Anim::FApplyModifiersScope::IsScopePending

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