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Night Sky Engine
A fighting game framework made in Unreal Engine
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#include <NightSkyAnimSequenceUserData.h>
Public Member Functions | |
| virtual void | PostEditChangeOwner (const FPropertyChangedEvent &PropertyChangedEvent) override |
| FAnimVector | GetRootTranslationAtTime (int32 Time) const |
| FAnimTransform | GetCachedBoneTransformAtTime (FName BoneName, int32 Time, bool bRelativeToRoot) const |
| FAnimVector | GetCachedBoneLocationAtTime (FName BoneName, int32 Time, bool bRelativeToRoot) const |
Definition at line 67 of file NightSkyAnimSequenceUserData.h.
| FAnimVector UNightSkyAnimSequenceUserData::GetCachedBoneLocationAtTime | ( | FName | BoneName, |
| int32 | Time, | ||
| bool | bRelativeToRoot ) const |
Definition at line 130 of file NightSkyAnimSequenceUserData.cpp.
| FAnimTransform UNightSkyAnimSequenceUserData::GetCachedBoneTransformAtTime | ( | FName | BoneName, |
| int32 | Time, | ||
| bool | bRelativeToRoot ) const |
Definition at line 113 of file NightSkyAnimSequenceUserData.cpp.
| FAnimVector UNightSkyAnimSequenceUserData::GetRootTranslationAtTime | ( | int32 | Time | ) | const |
Definition at line 107 of file NightSkyAnimSequenceUserData.cpp.
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overridevirtual |
Definition at line 17 of file NightSkyAnimSequenceUserData.cpp.