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ACLAllocator::allocate
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
virtual void * allocate ( size_t size, size_t alignment )
[]
ACLAllocator::deallocate
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
virtual void deallocate ( void * ptr, size_t size )
[]
ACLAllocator
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
The ACL allocator implementation simply forwards to the default heap allocator.
ACLPlugin
class ACLAllocator : public iallocator
[]
ACLCompressionLevel
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
An enum for ACL compression levels.
ACLPlugin
enum ACLCompressionLevel { ACLCL_Lowest, ACLCL_Low, ACLCL_Medium, ACLCL_High, ACLCL_Highest, }
[]
ACLSafetyFallbackResult
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
An enum that represents the result of attempting to use a safety fallback codec.
ACLPlugin
enum ACLSafetyFallbackResult { Success, Failure, Ignored, }
[]
ACLVectorFormat
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
An enum for ACL Vector3 formats.
ACLPlugin
enum ACLVectorFormat { ACLVF_Vector3_96, ACLVF_Vector3_Variable, }
[]
ACLVisualFidelity
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
An enum to represent the ACL visual fidelity level.
ACLPlugin
enum ACLVisualFidelity { Highest, Medium, Lowest, }
[]
ACLVisualFidelityChangeResult
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
An enum to represent the result of latent visual fidelity change requests.
ACLPlugin
enum ACLVisualFidelityChangeResult { Dispatched, Completed, Failed, }
[]
BuildACLTransformTrackArray
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
acl::track_array_qvvf BuildACLTransformTrackArray ( [ACLAllocator](API\Plugins\ACLPlugin\ACLAllocator) & AllocatorImpl, const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, float DefaultVirtualVertexDistance, float SafeVirtualVertexDistance, bool bBuildAdditiveBase )
[]
FACLCompressedAnimData::Bind
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
ICompressedAnimDataimplementation.
ACLPlugin
virtual void Bind ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > BulkData )
[]
FACLCompressedAnimData::GetApproxCompressedSize
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
ACLPlugin
virtual int64 GetApproxCompressedSize() const
[]
FACLCompressedAnimData::GetCompressedTracks
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
ACLPlugin
const acl::compressed_tracks * GetCompressedTracks() const
[]
ACLRotationFormat
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
UE4 equivalents for some ACL enums An enum for ACL rotation formats.
ACLPlugin
enum ACLRotationFormat { ACLRF_Quat_128, ACLRF_QuatDropW_96, ACLRF_QuatDropW_Variable, }
[]
FACLCompressedAnimData::IsValid
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
ACLPlugin
virtual bool IsValid() const
[]
FACLCompressedAnimData
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
ACLPlugin
struct FACLCompressedAnimData : public [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData)
[ { "type": "TArrayView< uin...", "name": "CompressedByteStream", "description": "Holds the compressed_tracks instance" } ]
FACLDatabaseCompressedAnimData::Bind
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
ACLPlugin
virtual void Bind ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > BulkData )
[]
FACLDatabaseCompressedAnimData::GetCompressedTracks
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
ACLPlugin
const acl::compressed_tracks * GetCompressedTracks() const
[]
FACLDatabaseCompressedAnimData::GetApproxCompressedSize
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
ACLPlugin
virtual int64 GetApproxCompressedSize() const
[]
FACLDatabaseCompressedAnimData::IsValid
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
ACLPlugin
virtual bool IsValid() const
[]
FACLDatabaseCompressedAnimData::SerializeCompressedData
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
ACLPlugin
virtual void SerializeCompressedData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
FACLDatabaseCompressedAnimData::~FACLDatabaseCompressedAnimData
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
ICompressedAnimDataimplementation.
ACLPlugin
virtual ~FACLDatabaseCompressedAnimData()
[]
FFidelityChangeRequest
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
Represents a pending visual fidelity change request
ACLPlugin
struct FFidelityChangeRequest
[ { "type": "bool", "name": "bIsInProgress", "description": "" }, { "type": "ACLVisualFideli...", "name": "Fidelity", "description": "" }, { "type": "uint32", "name": "RequestID", "description": "" }, { "type": "ACLVisualFideli...", "name": "Result", "description": "" } ]
FACLDatabaseCompressedAnimData
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
ACLPlugin
struct FACLDatabaseCompressedAnimData : public [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData)
[ { "type": "constUAnimBone...", "name": "Codec", "description": "The codec instance that owns us." }, { "type": "TArrayView< uin...", "name": "CompressedByteStream", "description": "Maps the compressed_tracks instance. Used in cooked build only." }, { "type": "TArray< uint8 >", "name": "CompressedClip", "description": "Holds the compressed_tracks instance for the anim sequence" }, { "type": "acl::database_c...", "name": "DatabaseContext", "description": "Maps the database context instance. Used in cooked build only." }, { "type": "uint32", "name": "SequenceNameHash", "description": "The sequence name hash that owns this data." } ]
GetCompressionLevel
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
acl::compression_level8 GetCompressionLevel ( [ACLCompressionLevel](API\Plugins\ACLPlugin\ACLCompressionLevel) Level )
[]
GetVectorFormat
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
acl::vector_format8 GetVectorFormat ( [ACLVectorFormat](API\Plugins\ACLPlugin\ACLVectorFormat) Format )
[]
GetRotationFormat
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
Editor only utilities
ACLPlugin
acl::rotation_format8 GetRotationFormat ( [ACLRotationFormat](API\Plugins\ACLPlugin\ACLRotationFormat) Format )
[]
IACLPlugin::Get
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/IACLPluginModule.h
ACLPlugin
static [IACLPlugin](API\Plugins\ACLPlugin\IACLPlugin) & Get()
[]
IACLPlugin::IsAvailable
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/IACLPluginModule.h
ACLPlugin
static bool IsAvailable()
[]
IACLPlugin
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/IACLPluginModule.h
The main ACL plugin module interface.
ACLPlugin
class IACLPlugin : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
QuatCast
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
rtm::quatf RTM_SIMD_CALL QuatCast ( const FQuat4d & Input )
[]
QuatCast
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
rtm::quatf RTM_SIMD_CALL QuatCast ( const FQuat4f & Input )
[]
QuatCast
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
FQuat4f RTM_SIMD_CALL QuatCast ( rtm::quatf_arg0 Input )
[]
QuatCastD
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
FQuat RTM_SIMD_CALL QuatCastD ( rtm::quatf_arg0 Input )
[]
TransformCast
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
rtm::qvvf RTM_SIMD_CALL TransformCast ( const FTransform & Input )
[]
TransformCast
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
FTransform RTM_SIMD_CALL TransformCast ( rtm::qvvf_arg0 Input )
[]
UAnimationCompressionLibraryDatabase::BeginDestroy
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
UObjectimplementation.
ACLPlugin
virtual void BeginDestroy()
[]
UAnimationCompressionLibraryDatabase::GetVisualFidelity
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
Retrieves the current visual fidelity level.
ACLPlugin
[ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) GetVisualFidelity() const
[]
UAnimationCompressionLibraryDatabase::GetVisualFidelity
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
ACLPlugin
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Animation|ACL", Meta=(DisplayName="Get Database Visual Fidelity")) static [ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) GetVisualFidelity ( [UAnimationCompressionLibraryDatabase](API\Plugins\ACLPlugin\UAnimationCompressionLibraryData-) * DatabaseAsset )
[]
UAnimationCompressionLibraryDatabase::PostEditChangeProperty
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
UObjectimplementation.
ACLPlugin
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimationCompressionLibraryDatabase::PostLoad
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
ACLPlugin
virtual void PostLoad()
[]
UAnimationCompressionLibraryDatabase::PreSave
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
Objects created from within PreSave will NOT have PreSave called on them!!!
ACLPlugin
virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )
[]
UAnimationCompressionLibraryDatabase::Serialize
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
ACLPlugin
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimationCompressionLibraryDatabase::SetVisualFidelity
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
Initiate a latent database change in visual fidelity by streaming in/out as necessary.
ACLPlugin
void SetVisualFidelity ( [ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) VisualFidelity )
[]
UAnimationCompressionLibraryDatabase::SetVisualFidelity
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
Initiate a latent database change in quality by streaming in/out as necessary.
ACLPlugin
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Animation|ACL", Meta=(DisplayName="Set Database Visual Fidelity", WorldContext="WorldContextObject", Latent, LatentInfo="LatentInfo", ExpandEnumAsExecs="Result")) static void SetVisualFidelity ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [UAnimationCompressionLibraryDatabase](API\Plugins\ACLPlugin\UAnimationCompressionLibraryData-) * DatabaseAsset, [ACLVisualFidelityChangeResult](API\Plugins\ACLPlugin\ACLVisualFidelityChangeResult) & Result, [ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) VisualFidelity )
[]
UAnimationCompressionLibraryDatabase::UpdateReferencingAnimSequenceList
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
Updates the internal list of anim sequences that reference this database. Returns whether or not anything changed.
ACLPlugin
bool UpdateReferencingAnimSequenceList()
[]
UAnimationCompressionLibraryDatabase::UAnimationCompressionLibraryDatabase
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
ACLPlugin
UAnimationCompressionLibraryDatabase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationCompressionLibraryDatabase
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimationCompressionLibraryDatabase.h
An ACL database object references severalUAnimSequenceinstances that it contains.
ACLPlugin
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="ACL Database")) class UAnimationCompressionLibraryDatabase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UAnimBoneCompressionCodec_ACL::DecompressBone
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
Decompress a single bone.
ACLPlugin
virtual void DecompressBone ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex, FTransform & OutAtom ) const
[]
UAnimBoneCompressionCodec_ACL::DecompressPose
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
UAnimBoneCompressionCodecimplementation.
ACLPlugin
virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const
[]
UAnimBoneCompressionCodec_ACL::GetCompressionSettings
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
UAnimBoneCompressionCodec_ACLBaseimplementation
ACLPlugin
virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const
[]
UAnimBoneCompressionCodec_ACL::GetOptimizationTargets
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
Party code - Epic Games End
ACLPlugin
virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > GetOptimizationTargets() const
[]
UAnimBoneCompressionCodec_ACL::PopulateDDCKey
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
UAnimBoneCompressionCodecimplementation
ACLPlugin
virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimBoneCompressionCodec_ACL::UAnimBoneCompressionCodec_ACL
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
ACLPlugin
UAnimBoneCompressionCodec_ACL ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimBoneCompressionCodec_ACL
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACL.h
Uses the open source Animation Compression Library with default settings suitable for general purpose animations.
ACLPlugin
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL")) class UAnimBoneCompressionCodec_ACL : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)
[ { "type": "TArray<TObject...", "name": "OptimizationTargets", "description": "The skeletal meshes used to estimate the skinning deformation during compression." } ]
UAnimBoneCompressionCodec_ACLBase::AllocateAnimData
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
UAnimBoneCompressionCodecimplementation.
ACLPlugin
virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) > AllocateAnimData() const
[]
UAnimBoneCompressionCodec_ACLBase::ByteSwapIn
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
Handles Byte-swapping incoming animation data from a MemoryReader
ACLPlugin
virtual void ByteSwapIn ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryStream ) const
[]
UAnimBoneCompressionCodec_ACLBase::ByteSwapOut
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
Handles Byte-swapping outgoing animation data to an array of BYTEs
ACLPlugin
virtual void ByteSwapOut ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryStream ) const
[]
UAnimBoneCompressionCodec_ACLBase::ExecuteSafetyFallback
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
ACLPlugin
virtual [ACLSafetyFallbackResult](API\Plugins\ACLPlugin\ACLSafetyFallbackResult) ExecuteSafetyFallback ( acl::iallocator & Allocator, const acl::compression_settings & Settings, const acl::track_array_qvvf & RawClip, const acl::track_array_qvvf & BaseClip, const acl::compressed_tracks & CompressedClipData, const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )
[]
UAnimBoneCompressionCodec_ACLBase::PopulateDDCKey
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
Party code - Epic Games Begin
ACLPlugin
virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimBoneCompressionCodec_ACLBase::UseDatabase
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
Our implementation.
ACLPlugin
virtual bool UseDatabase() const
[]
UAnimBoneCompressionCodec_ACLBase::RegisterWithDatabase
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
ACLPlugin
virtual void RegisterWithDatabase ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )
[]
UAnimBoneCompressionCodec_ACLBase::UAnimBoneCompressionCodec_ACLBase
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
ACLPlugin
UAnimBoneCompressionCodec_ACLBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimBoneCompressionCodec_ACLBase::Compress
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
UAnimBoneCompressionCodecimplementation.
ACLPlugin
virtual bool Compress ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )
[]
UAnimBoneCompressionCodec_ACLBase
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLBase.h
The base codec implementation for ACL support.
ACLPlugin
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, MinimalAPI) class UAnimBoneCompressionCodec_ACLBase : public [UAnimBoneCompressionCodec](API\Runtime\Engine\Animation\UAnimBoneCompressionCodec)
[ { "type": "TEnumAsByte<AC...", "name": "CompressionLevel", "description": "The compression level to use." }, { "type": "float", "name": "DefaultVirtualVertexDistance", "description": "The default virtual vertex distance for normal bones." }, { "type": "float", "name": "ErrorThreshold", "description": "The error threshold to use when optimizing and compressing the animation sequence." }, { "type": "void virtual Ge...", "name": "GetOptimizationTargets", "description": "Party code - Epic Games Begin" }, { "type": "float", "name": "SafeVirtualVertexDistance", "description": "The virtual vertex distance for bones that requires extra accuracy." } ]
UAnimBoneCompressionCodec_ACLCustom::DecompressBone
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
Decompress a single bone.
ACLPlugin
virtual void DecompressBone ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex, FTransform & OutAtom ) const
[]
UAnimBoneCompressionCodec_ACLCustom::DecompressPose
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
UAnimBoneCompressionCodecimplementation.
ACLPlugin
virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const
[]
UAnimBoneCompressionCodec_ACLCustom::GetCompressionSettings
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
UAnimBoneCompressionCodec_ACLBaseimplementation
ACLPlugin
virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const
[]
UAnimBoneCompressionCodec_ACLCustom::GetOptimizationTargets
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
Party code - Epic Games End
ACLPlugin
virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > GetOptimizationTargets() const
[]
UAnimBoneCompressionCodec_ACLCustom::PopulateDDCKey
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
UAnimBoneCompressionCodecimplementation
ACLPlugin
virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimBoneCompressionCodec_ACLCustom::UAnimBoneCompressionCodec_ACLCustom
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
ACLPlugin
UAnimBoneCompressionCodec_ACLCustom ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimBoneCompressionCodec_ACLCustom
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLCustom.h
Uses the open source Animation Compression Library with custom settings suitable for debugging purposes.
ACLPlugin
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL Custom")) class UAnimBoneCompressionCodec_ACLCustom : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)
[ { "type": "float", "name": "ConstantRotationThresholdAngle", "description": "The threshold used to detect constant rotation tracks." }, { "type": "float", "name": "ConstantScaleThreshold", "description": "The threshold used to detect constant scale tracks." }, { "type": "float", "name": "ConstantTranslationThreshold", "description": "The threshold used to detect constant translation tracks." }, { "type": "TArray<TObject...", "name": "OptimizationTargets", "description": "The skeletal meshes used to estimate the skinning deformation during compression." }, { "type": "TEnumAsByte<AC...", "name": "RotationFormat", "description": "The rotation format to use." }, { "type": "TEnumAsByte<AC...", "name": "ScaleFormat", "description": "The scale format to use." }, { "type": "TEnumAsByte<AC...", "name": "TranslationFormat", "description": "The translation format to use." } ]
UAnimBoneCompressionCodec_ACLDatabase::AllocateAnimData
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
UAnimBoneCompressionCodecimplementation.
ACLPlugin
virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) > AllocateAnimData() const
[]
UAnimBoneCompressionCodec_ACLDatabase::ByteSwapIn
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
Handles Byte-swapping incoming animation data from a MemoryReader
ACLPlugin
virtual void ByteSwapIn ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryStream ) const
[]
UAnimBoneCompressionCodec_ACLDatabase::ByteSwapOut
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
Handles Byte-swapping outgoing animation data to an array of BYTEs
ACLPlugin
virtual void ByteSwapOut ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryStream ) const
[]
UAnimBoneCompressionCodec_ACLDatabase::DecompressBone
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
Decompress a single bone.
ACLPlugin
virtual void DecompressBone ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex, FTransform & OutAtom ) const
[]
UAnimBoneCompressionCodec_ACLDatabase::DecompressPose
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
Decompresses all the specified bone tracks. The caller is responsible for pre-filling the output pose with sensible values (e.g. reference/bind/additive identity pose) as the codec will only decompress and write out tracks that are contained in the compressed data.
ACLPlugin
virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const
[]
UAnimBoneCompressionCodec_ACLDatabase::GetCompressionSettings
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
Part code - Epic Games Begin
ACLPlugin
virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const
[]
UAnimBoneCompressionCodec_ACLDatabase::GetOptimizationTargets
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
Part code - Epic Games End
ACLPlugin
virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > GetOptimizationTargets() const
[]
UAnimBoneCompressionCodec_ACLDatabase::GetPreloadDependencies
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
UObject.
ACLPlugin
virtual void GetPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )
[]
UAnimBoneCompressionCodec_ACLDatabase::PopulateDDCKey
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
UAnimBoneCompressionCodecimplementation
ACLPlugin
virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimBoneCompressionCodec_ACLDatabase::PreSave
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
Objects created from within PreSave will NOT have PreSave called on them!!!
ACLPlugin
virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )
[]
UAnimBoneCompressionCodec_ACLDatabase::UAnimBoneCompressionCodec_ACLDatabase
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
ACLPlugin
UAnimBoneCompressionCodec_ACLDatabase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimBoneCompressionCodec_ACLDatabase::RegisterWithDatabase
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
ACLPlugin
virtual void RegisterWithDatabase ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )
[]
UAnimBoneCompressionCodec_ACLDatabase::UseDatabase
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
UAnimBoneCompressionCodec_ACLBaseimplementation.
ACLPlugin
virtual bool UseDatabase() const
[]
UAnimBoneCompressionCodec_ACLDatabase
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h
Uses the open source Animation Compression Library with default settings and database support. The referenced database can be used to strip the least important keyframes on a per platform basis or they can be streamed in/out on demand through Blueprint or C++.
ACLPlugin
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL Database")) class UAnimBoneCompressionCodec_ACLDatabase : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)
[ { "type": "TObjectPtr<UAn...", "name": "DatabaseAsset", "description": "The database asset that will hold the compressed animation data." }, { "type": "TArray<TObject...", "name": "OptimizationTargets", "description": "The skeletal meshes used to estimate the skinning deformation during compression." } ]
UAnimBoneCompressionCodec_ACLSafe::DecompressPose
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
UAnimBoneCompressionCodecimplementation
ACLPlugin
virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const
[]
UAnimBoneCompressionCodec_ACLSafe::DecompressBone
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
Decompress a single bone.
ACLPlugin
virtual void DecompressBone ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex, FTransform & OutAtom ) const
[]
UAnimBoneCompressionCodec_ACLSafe::GetCompressionSettings
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
UAnimBoneCompressionCodec_ACLBaseimplementation
ACLPlugin
virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const
[]
UAnimBoneCompressionCodec_ACLSafe
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
Uses the open source Animation Compression Library with the safest and least destructive settings suitable when animations must be preserved with near raw fidelity.
ACLPlugin
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL Safe")) class UAnimBoneCompressionCodec_ACLSafe : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)
[]
UAnimBoneCompressionCodec_ACLSafe::UAnimBoneCompressionCodec_ACLSafe
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
ACLPlugin
UAnimBoneCompressionCodec_ACLSafe ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimCurveCompressionCodec_ACL::Compress
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
Compresses the curve data from an animation sequence.
ACLPlugin
virtual bool Compress ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & AnimSeq, [FAnimCurveCompressionResult](API\Runtime\Engine\Animation\FAnimCurveCompressionResult) & OutResult )
[]
UAnimCurveCompressionCodec_ACL::DecompressCurve
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
Decompress a single curve. Note: Codecs shouldNOTrely on any member properties during decompression. Decompression behavior should entirely be driven by code and the compressed data.
ACLPlugin
virtual float DecompressCurve ( const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & AnimSeq, [FName](API\Runtime\Core\UObject\FName) CurveName, float CurrentTime ) const
[]
UAnimCurveCompressionCodec_ACL::DecompressCurves
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
UAnimCurveCompressionCodecimplementation.
ACLPlugin
virtual void DecompressCurves ( const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & AnimSeq, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & Curves, float CurrentTime ) const
[]
UAnimCurveCompressionCodec_ACL::UAnimCurveCompressionCodec_ACL
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
ACLPlugin
UAnimCurveCompressionCodec_ACL ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimCurveCompressionCodec_ACL::PopulateDDCKey
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
UAnimCurveCompressionCodecimplementation.
ACLPlugin
virtual void PopulateDDCKey ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimCurveCompressionCodec_ACL
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimCurveCompressionCodec_ACL.h
Uses the open source Animation Compression Library with default settings suitable for general purpose animation curves.
ACLPlugin
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="ACL Curves")) class UAnimCurveCompressionCodec_ACL : public [UAnimCurveCompressionCodec](API\Runtime\Engine\Animation\UAnimCurveCompressionCodec)
[ { "type": "float", "name": "CurvePrecision", "description": "The curve precision to target when compressing the animation curves." }, { "type": "float", "name": "MorphTargetPositionPrecision", "description": "The mesh deformation precision to target when compressing morph target animation curves." }, { "type": "TObjectPtr< cla...", "name": "MorphTargetSource", "description": "The skeletal mesh used to estimate the morph target deformation during compression." } ]
UE4CustomDecompressionSettings
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
typedef acl::debug_transform_decompression_settings UE4CustomDecompressionSettings
[]
UAnimBoneCompressionCodec_ACLSafe::PopulateDDCKey
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLSafe.h
UAnimBoneCompressionCodecimplementation
ACLPlugin
virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UE4DebugDatabaseSettings
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
typedef acl::debug_database_settings UE4DebugDatabaseSettings
[]
database_settings_type
/Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Public/ACLImpl.h
ACLPlugin
typedef [UE4DebugDatabaseSettings](API\Plugins\ACLPlugin\UE4DebugDatabaseSettings) database_settings_type
[]
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Dataset Card for unreal-engine-5-code-split

Using the unreal-engine-5-code hf dataset by AdamCodd, I split the data into smaller chunks for RAG systems

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