module: ACLPlugin

code: virtual void * allocate ( size_t size, size_t alignment )


code: virtual void deallocate ( void * ptr, size_t size )


className: ACLAllocator

description: The ACL allocator implementation simply forwards to the default heap allocator.

code: class ACLAllocator : public iallocator


className: ACLCompressionLevel

description: An enum for ACL compression levels.

code: enum ACLCompressionLevel { ACLCL_Lowest, ACLCL_Low, ACLCL_Medium, ACLCL_High, ACLCL_Highest, }


className: ACLSafetyFallbackResult

description: An enum that represents the result of attempting to use a safety fallback codec.

code: enum ACLSafetyFallbackResult { Success, Failure, Ignored, }


className: ACLVectorFormat

description: An enum for ACL Vector3 formats.

code: enum ACLVectorFormat { ACLVF_Vector3_96, ACLVF_Vector3_Variable, }


className: ACLVisualFidelity

description: An enum to represent the ACL visual fidelity level.

code: enum ACLVisualFidelity { Highest, Medium, Lowest, }


className: ACLVisualFidelityChangeResult

description: An enum to represent the result of latent visual fidelity change requests.

code: enum ACLVisualFidelityChangeResult { Dispatched, Completed, Failed, }


className: BuildACLTransformTrackArray

code: 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 )


description: ICompressedAnimDataimplementation.

code: virtual void Bind ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > BulkData )


code: virtual int64 GetApproxCompressedSize() const


code: const acl::compressed_tracks * GetCompressedTracks() const


className: ACLRotationFormat

description: UE4 equivalents for some ACL enums An enum for ACL rotation formats.

code: enum ACLRotationFormat { ACLRF_Quat_128, ACLRF_QuatDropW_96, ACLRF_QuatDropW_Variable, }


className: FACLCompressedAnimData

code: struct FACLCompressedAnimData : public [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData)

CompressedByteStream

type: TArrayView< uin...

description: Holds the compressed_tracks instance


code: virtual void SerializeCompressedData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: ICompressedAnimDataimplementation.


className: FFidelityChangeRequest

description: Represents a pending visual fidelity change request

code: struct FFidelityChangeRequest

bIsInProgress

type: bool

Fidelity

type: ACLVisualFideli...


className: FACLDatabaseCompressedAnimData

code: struct FACLDatabaseCompressedAnimData : public [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData)

Codec

type: constUAnimBone...

description: The codec instance that owns us.

CompressedByteStream

description: Maps the compressed_tracks instance. Used in cooked build only.

CompressedClip

type: TArray< uint8 >

description: Holds the compressed_tracks instance for the anim sequence

DatabaseContext

description: Maps the database context instance. Used in cooked build only.

SequenceNameHash

description: The sequence name hash that owns this data.


className: GetCompressionLevel

code: acl::compression_level8 GetCompressionLevel ( [ACLCompressionLevel](API\Plugins\ACLPlugin\ACLCompressionLevel) Level )


className: GetVectorFormat

code: acl::vector_format8 GetVectorFormat ( [ACLVectorFormat](API\Plugins\ACLPlugin\ACLVectorFormat) Format )


className: GetRotationFormat

description: Editor only utilities

code: acl::rotation_format8 GetRotationFormat ( [ACLRotationFormat](API\Plugins\ACLPlugin\ACLRotationFormat) Format )


code: static [IACLPlugin](API\Plugins\ACLPlugin\IACLPlugin) & Get()


className: IACLPlugin

description: The main ACL plugin module interface.

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


className: QuatCast

code: rtm::quatf RTM_SIMD_CALL QuatCast ( const FQuat4d & Input )


code: rtm::quatf RTM_SIMD_CALL QuatCast ( const FQuat4f & Input )


code: FQuat4f RTM_SIMD_CALL QuatCast ( rtm::quatf_arg0 Input )


className: QuatCastD

code: FQuat RTM_SIMD_CALL QuatCastD ( rtm::quatf_arg0 Input )


className: TransformCast

code: rtm::qvvf RTM_SIMD_CALL TransformCast ( const FTransform & Input )


code: FTransform RTM_SIMD_CALL TransformCast ( rtm::qvvf_arg0 Input )


description: UObjectimplementation.

code: virtual void BeginDestroy()


description: Retrieves the current visual fidelity level.


code: [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 )


description: UObjectimplementation.

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: 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.

code: virtual void PostLoad()


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Initiate a latent database change in visual fidelity by streaming in/out as necessary.

code: void SetVisualFidelity ( [ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) VisualFidelity )


description: Initiate a latent database change in quality by streaming in/out as necessary.

code: [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 )


description: Updates the internal list of anim sequences that reference this database. Returns whether or not anything changed.


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


className: UAnimationCompressionLibraryDatabase

description: An ACL database object references severalUAnimSequenceinstances that it contains.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="ACL Database")) class UAnimationCompressionLibraryDatabase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Decompress a single bone.

code: virtual void DecompressBone ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex, FTransform & OutAtom ) const


description: UAnimBoneCompressionCodecimplementation.

code: 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


description: UAnimBoneCompressionCodec_ACLBaseimplementation

code: virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Party code - Epic Games End

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > GetOptimizationTargets() const


description: UAnimBoneCompressionCodecimplementation

code: virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


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


description: Uses the open source Animation Compression Library with default settings suitable for general purpose animations.

code: [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-)

OptimizationTargets

type: TArray<TObject...

description: The skeletal meshes used to estimate the skinning deformation during compression.


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) > AllocateAnimData() const


description: Handles Byte-swapping incoming animation data from a MemoryReader

code: 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


description: Handles Byte-swapping outgoing animation data to an array of BYTEs

code: 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


code: 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 )


description: Party code - Epic Games Begin


description: Our implementation.

code: virtual bool UseDatabase() const


code: virtual void RegisterWithDatabase ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )


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


code: virtual bool Compress ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )


description: The base codec implementation for ACL support.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, MinimalAPI) class UAnimBoneCompressionCodec_ACLBase : public [UAnimBoneCompressionCodec](API\Runtime\Engine\Animation\UAnimBoneCompressionCodec)

CompressionLevel

type: TEnumAsByte<AC...

description: The compression level to use.

DefaultVirtualVertexDistance

type: float

description: The default virtual vertex distance for normal bones.

ErrorThreshold

description: The error threshold to use when optimizing and compressing the animation sequence.

GetOptimizationTargets

type: void virtual Ge...

description: Party code - Epic Games Begin

SafeVirtualVertexDistance

description: The virtual vertex distance for bones that requires extra accuracy.


description: Decompress a single bone.


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


description: Uses the open source Animation Compression Library with custom settings suitable for debugging purposes.

code: [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-)

ConstantRotationThresholdAngle

description: The threshold used to detect constant rotation tracks.

ConstantScaleThreshold

description: The threshold used to detect constant scale tracks.

ConstantTranslationThreshold

description: The threshold used to detect constant translation tracks.

RotationFormat

description: The rotation format to use.

ScaleFormat

description: The scale format to use.

TranslationFormat

description: The translation format to use.


description: 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.

code: 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


description: Part code - Epic Games Begin

code: virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Part code - Epic Games End

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > GetOptimizationTargets() const


description: UObject.

code: virtual void GetPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )


description: UAnimBoneCompressionCodecimplementation

code: virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


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


description: UAnimBoneCompressionCodec_ACLBaseimplementation.


description: 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++.

code: [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-)

DatabaseAsset

type: TObjectPtr<UAn...

description: The database asset that will hold the compressed animation data.


description: UAnimBoneCompressionCodecimplementation


description: UAnimBoneCompressionCodec_ACLBaseimplementation


description: Uses the open source Animation Compression Library with the safest and least destructive settings suitable when animations must be preserved with near raw fidelity.

code: [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-)


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


description: Compresses the curve data from an animation sequence.

code: virtual bool Compress ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & AnimSeq, [FAnimCurveCompressionResult](API\Runtime\Engine\Animation\FAnimCurveCompressionResult) & OutResult )


description: 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.

code: virtual float DecompressCurve ( const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & AnimSeq, [FName](API\Runtime\Core\UObject\FName) CurveName, float CurrentTime ) const


description: UAnimCurveCompressionCodecimplementation.

code: virtual void DecompressCurves ( const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & AnimSeq, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & Curves, float CurrentTime ) const


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


code: virtual void PopulateDDCKey ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Uses the open source Animation Compression Library with default settings suitable for general purpose animation curves.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="ACL Curves")) class UAnimCurveCompressionCodec_ACL : public [UAnimCurveCompressionCodec](API\Runtime\Engine\Animation\UAnimCurveCompressionCodec)

CurvePrecision

description: The curve precision to target when compressing the animation curves.

MorphTargetPositionPrecision

description: The mesh deformation precision to target when compressing morph target animation curves.

MorphTargetSource

type: TObjectPtr< cla...

description: The skeletal mesh used to estimate the morph target deformation during compression.


code: struct UE4DebugDBDecompressionSettings : public debug_transform_decompression_settings


description: Only support our latest version.

code: static constexpr acl::compressed_tracks_version16 version_supported()


code: struct UE4DefaultDatabaseSettings : public default_database_settings


code: struct UE4DefaultDBDecompressionSettings : public [UE4DefaultDecompressionSettings](API\Plugins\ACLPlugin\UE4DefaultDecompressionSettings)


description: The decompression settings used by ACL

code: struct UE4DefaultDecompressionSettings : public default_transform_decompression_settings


code: static constexpr acl::rotation_format8 get_rotation_format ( acl::rotation_format8 )


code: static constexpr bool is_rotation_format_supported ( acl::rotation_format8 format )


code: struct UE4SafeDecompressionSettings : public [UE4DefaultDecompressionSettings](API\Plugins\ACLPlugin\UE4DefaultDecompressionSettings)


className: VectorCast

description: RTM <-> UE4 conversion utilities

code: rtm::vector4f RTM_SIMD_CALL VectorCast ( const FVector3d & Input )


code: rtm::vector4f RTM_SIMD_CALL VectorCast ( const FVector3f & Input )


code: FVector3f RTM_SIMD_CALL VectorCast ( rtm::vector4f_arg0 Input )


className: VectorCastD

code: FVector RTM_SIMD_CALL VectorCastD ( rtm::vector4f_arg0 Input )