
Sakeador/BertUn55
Updated
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23
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| description
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1.62k
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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 ) | [] |
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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 | [] |
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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 | [] |
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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 ) | [] |
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FACLDatabaseCompressedAnimData::GetCompressedTracks | /Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h | ACLPlugin | const acl::compressed_tracks * GetCompressedTracks() const | [] |
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FACLDatabaseCompressedAnimData::GetApproxCompressedSize | /Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h | ACLPlugin | virtual int64 GetApproxCompressedSize() const | [] |
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FACLDatabaseCompressedAnimData::IsValid | /Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h | ACLPlugin | virtual bool IsValid() const | [] |
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FACLDatabaseCompressedAnimData::SerializeCompressedData | /Engine/Plugins/Animation/ACLPlugin/Source/ACLPlugin/Classes/AnimBoneCompressionCodec_ACLDatabase.h | ACLPlugin | virtual void SerializeCompressedData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 | [] |
Using the unreal-engine-5-code hf dataset by AdamCodd, I split the data into smaller chunks for RAG systems
Branches
main
:
chunked-8k
:
{module_name}.jsonl
if ≤ 8000 tokens. {module_name}_{header_name}.jsonl
{module_name}_{header_name}_{chunk_number}.jsonl
[Link](Link/Address)
) has been removed, leaving just the relevant Link
text to preserve the data