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Class InterpData

Interpolation data, containing keyframe tracks, event tracks etc.

Inheritance
System.Object
UObject
InterpData
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 InterpData : UObject
Remarks

This does not contain any AActor references or state, so can safely be stored in packages, shared between multiple MatineeActors etc.

Properties

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bShouldBakeAndPrune

Declaration
public bool bShouldBakeAndPrune { get; set; }
Property Value
Type Description
System.Boolean
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CachedDirectorGroup

Cached version of the director group, if any, for easy access while in game

Declaration
public InterpGroupDirector CachedDirectorGroup { get; set; }
Property Value
Type Description
InterpGroupDirector
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CurveEdSetup

Used for curve editor to remember curve-editing setup. Only loaded in editor.

Declaration
public InterpCurveEdSetup CurveEdSetup { get; set; }
Property Value
Type Description
InterpCurveEdSetup
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DefaultFilters

Array of default filters.

Declaration
public ObjectArrayField<InterpFilter> DefaultFilters { get; }
Property Value
Type Description
ObjectArrayField<InterpFilter>
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static InterpData DefaultObject { get; }
Property Value
Type Description
InterpData
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EdSectionEnd

Used in editor for defining sections to loop, stretch etc.

Declaration
public float EdSectionEnd { get; set; }
Property Value
Type Description
System.Single
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EdSectionStart

Used in editor for defining sections to loop, stretch etc.

Declaration
public float EdSectionStart { get; set; }
Property Value
Type Description
System.Single
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InterpFilters

Used for filtering which tracks are currently visible.

Declaration
public ObjectArrayField<InterpFilter> InterpFilters { get; }
Property Value
Type Description
ObjectArrayField<InterpFilter>
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InterpGroups

Actual interpolation data. Groups of InterpTracks.

Declaration
public ObjectArrayField<InterpGroup> InterpGroups { get; }
Property Value
Type Description
ObjectArrayField<InterpGroup>
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InterpLength

Duration of interpolation sequence - in seconds.

Declaration
public float InterpLength { get; }
Property Value
Type Description
System.Single
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PathBuildTime

Position in Interp to move things to for path-building in editor.

Declaration
public float PathBuildTime { get; set; }
Property Value
Type Description
System.Single
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SelectedFilter

The currently selected filter.

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

Get UE4 Class

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

Methods

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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to InterpData)

Convert from IntPtr to UObject

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