module: AnimToTextureEditor

code: namespace AnimToTexture_Private { template<class V, class C> void AnimToTexture_Private::VectorToColor ( const V & Vector, C & Color ) }


description: Writes list of skinweights into texture. The SkinWeights data is already in uint8 & uint16 format, no need for normalizing it.

code: namespace AnimToTexture_Private { template<class TextureSettings> bool AnimToTexture_Private::WriteSkinWeightsToTexture ( const [TArray](API\Runtime\Core\Containers\TArray)< [VertexSkinWeightFour](API\Plugins\AnimToTextureEditor\VertexSkinWeightFour) > & SkinWeights, const int32 NumBones, const int32 RowsPerFrame, const int32 Height, const int32 Width, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture ) }


description: Helper utility for writing 8 or 16 bits textures

code: namespace AnimToTexture_Private { template<class TextureSettings> bool AnimToTexture_Private::WriteToTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, const uint32 Height, const uint32 Width, const [TArray](API\Runtime\Core\Containers\TArray)< typename TextureSettings::ColorType > & Data ) }


description: Writes list of vectors into texture Note: They must be pre-normalized.

code: namespace AnimToTexture_Private { template<class V, class TextureSettings> bool AnimToTexture_Private::WriteVectorsToTexture ( const [TArray](API\Runtime\Core\Containers\TArray)< V > & Vectors, const int32 NumFrames, const int32 RowsPerFrame, const int32 Height, const int32 Width, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture ) }


description: Generates a menubuilder for the specified objects.

code: virtual void GetActions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

code: virtual uint32 GetCategories()


description: IAssetTypeActionsImplementation.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetName() const


description: Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetSubMenus() const


description: Get the supported class of this type.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


description: Optionally returns a custom widget to overlay on top of this assets' thumbnail

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


className: FAnimToTextureAssetActions

code: class FAnimToTextureAssetActions : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


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()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FAnimToTextureEditorModule

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


className: CompressionSettings

code: static constexpr TextureCompressionSettings CompressionSettings = TextureCompressionSettings::TC_HDR;


className: DefaultColor

code: static constexpr [ColorType](API\Plugins\AnimToTextureEditor\FHighPrecision\ColorType) DefaultColor = { 0, 0, 0, 0 };


className: PixelFormat

code: static constexpr EPixelFormat PixelFormat = EPixelFormat::PF_R16G16B16A16_UNORM;


className: TextureSourceFormat

code: static constexpr ETextureSourceFormat TextureSourceFormat = ETextureSourceFormat::TSF_RGBA16;


className: FHighPrecision

code: struct FHighPrecision


code: static constexpr TextureCompressionSettings CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;


code: static constexpr EPixelFormat PixelFormat = EPixelFormat::PF_B8G8R8A8;


code: static constexpr ETextureSourceFormat TextureSourceFormat = ETextureSourceFormat::TSF_BGRA8;


className: FLowPrecision

code: struct FLowPrecision


description: Deforms Source Vertices with Driver Triangles.

code: void DeformVerticesAndNormals ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & DriverVertices, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutVertices, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutNormals ) const


description: Returns Number of Source Vertices.

code: int32 GetNumSourceVertices() const


description: Returns Source Normals.

code: int32 GetSourceNormals ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutNormals ) const


description: Returns Source Vertices.

code: int32 GetSourceVertices ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutVertices ) const


description: Project SkinWeights.

code: void ProjectSkinWeights ( [TArray](API\Runtime\Core\Containers\TArray)< [VertexSkinWeightMax](API\Plugins\AnimToTextureEditor\VertexSkinWeightMax) > & OutSkinWeights ) const


code: void Update ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 StaticMeshLODIndex, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 SkeletalMeshLODIndex, const int32 NumDrivers, const float Sigma )


code: FSourceMeshToDriverMesh()


code: static constexpr [ColorType](API\Plugins\AnimToTextureEditor\FLowPrecision\ColorType) DefaultColor = FColor(0, 0, 0, 0);


className: FSourceMeshToDriverMesh

description: Creates Mapping between StaticMesh (Source) and SkeletalMesh (Driver)

code: class FSourceMeshToDriverMesh


code: void Update ( const FVector3f & SourceVertex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & DriverVertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector3 > & DriverTriangles, const [TArray](API\Runtime\Core\Containers\TArray)< [VertexSkinWeightMax](API\Plugins\AnimToTextureEditor\VertexSkinWeightMax) > & DriverSkinWeights, const int32 NumDrivers, const float Sigma )


className: FSourceVertexData

code: class FSourceVertexData

DriverTriangleData

type: TArray<FSource...

description: DriverTriangle Data specific to this SourceVertex.


className: FSourceVertexDriverTriangleData

code: struct FSourceVertexDriverTriangleData

InverseDistanceWeight

type: float

SkinWeights

type: VertexSkinWeigh...


className: TVertexSkinWeight

code: template<uint16 NumInfluences> struct TVertexSkinWeight

BoneWeights

type: TStaticArray< u...


description: Bakes Animation Data into Textures.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(Category="AnimToTexture")) static bool AnimationToTexture ( [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset )


description: Utility for converting SkeletalMesh into a StaticMesh

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture") static [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ConvertSkeletalMeshToStaticMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [FString](API\Runtime\Core\Containers\FString) PackageName, const int32 LODIndex )


description: Utility for setting a StaticMesh LightMapIndex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture") static bool SetLightMapIndex ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LODIndex, const int32 LightmapIndex, bool bGenerateLightmapUVs )


description: Updates a material's parameters to match those of an AnimToTexture DataAsset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(Category="AnimToTexture")) static void UpdateMaterialInstanceFromDataAsset ( const [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset, class [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * MaterialInstance, const EMaterialParameterAssociation MaterialParameterAssociation )


code: UAnimToTextureBPLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimToTextureBPLibrary

description: The texture can store Vertex positions and normals or Bone positions and rotations.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAnimToTextureBPLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


className: VertexSkinWeightFour

code: typedef [TVertexSkinWeight](API\Plugins\AnimToTextureEditor\TVertexSkinWeight)< 4 > VertexSkinWeightFour


className: VertexSkinWeightMax

code: typedef [TVertexSkinWeight](API\Plugins\AnimToTextureEditor\TVertexSkinWeight)< 12 > VertexSkinWeightMax