module: AnimToTexture

code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::AutoPlay = TEXT("AutoPlay"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BonePositionTexture = TEXT("BonePositionTexture"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BoneRotationTexture = TEXT("BoneRotationTexture"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BoneWeightRowsPerFrame = TEXT("BoneWeightsRowsPerFrame"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BoneWeightsTexture = TEXT("BoneWeightsTexture"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::EndFrame = TEXT("EndFrame"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::Frame = TEXT("Frame"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::NumBones = TEXT("NumBones"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::MinBBox = TEXT("MinBBox"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::NumFrames = TEXT("NumFrames"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::RowsPerFrame = TEXT("RowsPerFrame"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::SampleRate = TEXT("SampleRate"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::SizeBBox = TEXT("SizeBBox"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::StartFrame = TEXT("StartFrame"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseFourInfluences = TEXT("UseFourInfluences"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseTwoInfluences = TEXT("UseTwoInfluences"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV0 = TEXT("UseUV0"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV1 = TEXT("UseUV1"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV2 = TEXT("UseUV2"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV3 = TEXT("UseUV3"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::VertexNormalTexture = TEXT("NormalTexture"); }


className: EAnimToTextureNumBoneInfluences

code: enum EAnimToTextureNumBoneInfluences { One, Two, Four, }


className: EAnimToTextureMode

code: enum EAnimToTextureMode { Vertex, Bone, }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::VertexPositionTexture = TEXT("PositionTexture"); }


className: EAnimToTexturePrecision

code: enum EAnimToTexturePrecision { EightBits, SixteenBits, }


className: FAnimToTextureAnimSequenceInfo

AnimSequence

type: TObjectPtr<UAn...

bEnabled

type: bool

bUseCustomRange

description: Use Custom FrameRange

EndFrame

description: Animation End Frame (Inclusive)

StartFrame

description: Animation Start Frame


className: FAnimToTextureAutoPlayData

EndFrame

type: float

description: Last frame of animation

PlayRate

description: Rate for increasing and decreasing speed.

description: Starting frame for animation.

TimeOffset

description: Adds offset to time


className: FAnimToTextureFrameData

Frame

description: Frame to be played

PrevFrame

description: Previous Frame (this is needeed for motion blur)


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


className: FAnimToTextureModule

code: class FAnimToTextureModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Bone Position Texture")) [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BP_GetBonePositionTexture()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Bone Rotation Texture")) [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BP_GetBoneRotationTexture()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Bone Weight Texture")) [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BP_GetBoneWeightTexture()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Skeletal Mesh")) [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * BP_GetSkeletalMesh()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Static Mesh")) [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * BP_GetStaticMesh()


description: If we weren't in a plugin, we could unify this in a base class.

code: template<typename AssetType> static AssetType * GetAsset ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< AssetType > & AssetPointer )


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBoneRotationTexture() const


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBonePositionTexture() const


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBoneWeightTexture() const


description: Finds AnimSequenceIndexin the Animations Array. Only Enabled elements are returned. Returns -1 if not found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Default) int32 GetIndexFromAnimSequence ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Sequence )


code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMesh() const


code: [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetStaticMesh() const


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetVertexNormalTexture() const


description: Updates all instances with the given Transforms and AutoPlayData

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool BatchUpdateInstancesAutoPlayData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimToTextureAutoPlayData](API\Plugins\AnimToTexture\FAnimToTextureAutoPlayData) > & AutoPlayData, const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & Transforms, bool bMarkRenderStateDirty )


description: Updates all instances with the given Transforms and FrameData

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool BatchUpdateInstancesFrameData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimToTextureFrameData](API\Plugins\AnimToTexture\FAnimToTextureFrameData) > & FrameData, const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & Transforms, bool bMarkRenderStateDirty )


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetVertexPositionTexture() const


description: Returns an AutoPlayData with the Start and End Frame for the given AnimationIndex. If AnimationIndex is out of range, false will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool GetAutoPlayDataFromDataAsset ( const [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset, int32 AnimationIndex, [FAnimToTextureAutoPlayData](API\Plugins\AnimToTexture\FAnimToTextureAutoPlayData) & AutoPlayData, float TimeOffset, float PlayRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static float GetFrame ( float Time, float StartFrame, float EndFrame, float TimeOffset, float PlayRate, float SampleRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool GetFrameDataFromDataAsset ( const [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset, int32 AnimationIndex, float Time, [FAnimToTextureFrameData](API\Plugins\AnimToTexture\FAnimToTextureFrameData) & AutoPlayData, float TimeOffset, float PlayRate )


className: UAnimToTextureDataAsset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType) class UAnimToTextureDataAsset : public [UPrimaryDataAsset](API\Runtime\Engine\Engine\UPrimaryDataAsset)

AnimationIndex

description: AnimationIndexIndexof the animation to play.

Animations

type: TArray<FAnimTo...

AttachToSocket

type: FName

description: Bone used for Rigid Binding.

bAutoPlay

description: Material Layer Static Switches AutoPlay will use Engine Time for driving the animation.

bEnforcePowerOfTwo

description: Enforce Power Of Two on texture resolutions.

BonePositionTexture

type: TSoftObjectPtr<...

description: Texture for storing bone positions This is only used on Bone Mode

BoneRotationTexture

description: Texture for storing bone rotations This is only used on Bone Mode

BoneWeightTexture

description: Texture for storing vertex/bone weighting This is only used on Bone Mode

Frame

description: Frame to play When not using AutoPlay, user is responsible of setting the frame.

MaxHeight

description: Texture Max resolution of the texture. A smaller size will be used if the data fits.

Mode

type: EAnimToTextureM...

description: Storage Mode.

NumBoneInfluences

type: EAnimToTextureN...

description: Number of Bone Influences for deformation.

NumBones

description: Total Number of Bones

NumDriverTriangles

description: Number of Driver Triangles Each StaticMesh Vertex will be influenced by N SkeletalMesh (Driver) Triangles.

NumFrames

description: Info Total Number of Frames in all animations

Precision

type: EAnimToTextureP...

description: Texture Precision

RootTransform

type: FTransform

description: Animation Adds transformation to baked textures.

Sigma

description: Inverse Distance Weighting This exponent value will be used for computing weights for the DriverTriangles.

SkeletalLODIndex

description: SkeletalMesh LOD to bake.

SkeletalMesh

description: SkeletalMesh to bake animations from.

StaticLODIndex

description: StaticMesh LOD to bake to.

StaticMesh

description: StaticMesh to bake to.

UVChannel

description: StaticMesh UVChannelIndexfor storing vertex information.

VertexNormalTexture

description: Texture for storing vertex normals This is only used on Vertex Mode

VertexPositionTexture

description: Texture for storing vertex positions This is only used on Vertex Mode


description: Adds Instances and allocates the necessary CustomData.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool SetupInstancedMeshComponent ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, int32 NumInstances, bool bAutoPlay )


description: Updates a single instance with given AutoPlayData

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool UpdateInstanceAutoPlayData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, int32 InstanceIndex, const [FAnimToTextureAutoPlayData](API\Plugins\AnimToTexture\FAnimToTextureAutoPlayData) & AutoPlayData, bool bMarkRenderStateDirty )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool UpdateInstanceFrameData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, int32 InstanceIndex, const [FAnimToTextureFrameData](API\Plugins\AnimToTexture\FAnimToTextureFrameData) & FrameData, bool bMarkRenderStateDirty )


className: UAnimToTextureInstancePlaybackLibrary