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Class AnimationAsset

Animation Asset

Inheritance
System.Object
UObject
AnimationAsset
AnimSequenceBase
BlendSpaceBase
PoseAsset
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class AnimationAsset : UObject

Properties

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AssetMappingTable

Asset mapping table when ParentAsset is set

Declaration
public AssetMappingTable AssetMappingTable { get; set; }
Property Value
Type Description
AssetMappingTable
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AssetUserData

Array of user data stored with the asset

Declaration
public ObjectArrayField<AssetUserData> AssetUserData { get; }
Property Value
Type Description
ObjectArrayField<AssetUserData>
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ChildrenAssets

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

Declaration
public ObjectArrayField<AnimationAsset> ChildrenAssets { get; }
Property Value
Type Description
ObjectArrayField<AnimationAsset>
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static AnimationAsset DefaultObject { get; }
Property Value
Type Description
AnimationAsset
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MetaData

Meta data that can be saved with the asset

Declaration
public ObjectArrayField<AnimMetaData> MetaData { get; }
Property Value
Type Description
ObjectArrayField<AnimMetaData>
Remarks

You can query by GetMetaData function

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ParentAsset

Parent Asset, if set, you won't be able to edit any data in here but just mapping table

Declaration
public AnimationAsset ParentAsset { get; set; }
Property Value
Type Description
AnimationAsset
Remarks

During cooking, this data will be used to bake out to normal asset

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PreviewPoseAsset

The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset// @todo: note that this doesn't retarget right now

Declaration
public PoseAsset PreviewPoseAsset { get; set; }
Property Value
Type Description
PoseAsset
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Skeleton

Pointer to the Skeleton this asset can be played on .

Declaration
public Skeleton Skeleton { get; set; }
Property Value
Type Description
Skeleton
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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ThumbnailInfo

Information for thumbnail rendering

Declaration
public ThumbnailInfo ThumbnailInfo { get; set; }
Property Value
Type Description
ThumbnailInfo

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static AnimationAsset New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
AnimationAsset

Operators

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Implicit(IntPtr to AnimationAsset)

Convert from IntPtr to UObject

Declaration
public static implicit operator AnimationAsset(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
AnimationAsset
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