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Skeleton Setups
Animation State Enumeration
Animation Sharing Character Blueprint
Animation Sharing State Processor
Animation States
Scalability Settings
Animation Blueprint Setup
Animation Sharing Manager
Skeleton
The Skeleton asset to be replicated. The Animation Sharing Setup is specific to the specified Skeleton.
Skeletal Mesh
The Skeletal Mesh to be replicated. This is used for debugging poses only.
Animation Blueprint for Blending
The Animation Blueprint that is a child of AnimSharingTransitionInstance. You must create and set up one of these to handle blending between states. Additionally, every time a blend is required, one of these is generated and ran to handle the transition which adds a cost.
Animation Blueprint for Additive Animation
The Animation Blueprint that is a child of AnimSharingAdditiveInstance used for additive animations. Inside your Animation Sharing Setup asset, you will also need to set Animation State to On Demand and enable the Additive option.
State Processor Class
Interface class used when determining which state an Actor is in. This needs to be set in order to add the Animation States.
Animation States
This is an array that holds all the states the Actor can be in. Each state is its own bucket.
State
Define which Enumeration State will activate the Animation State array using the drop-down menu. The available options are inherited based on the assigned Animation State Processor's Animation State Enum property.
Animation Setups
Here you can set the Animation States properties, such as the animation sequence to play, and the randomization applied. The following properties are available for each Animation Setups array added to your Animation States property: Anim Sequence: Set the Animation Sequence to play when this animation state is active. Anim Blueprint: Set the Animation Sharing Animation Blueprint to playback the Animation Sequence when this animation state is active. Num Randomized Instances: Set the number of random animation playback instances to generate when this animation state is active. A random instance will generate a unique start time offset, to diversify the look of the crowd. Using (+) Add, you can set this property on a per-platform basis. Enabled: When enabled, this animation state will be activatable. Using (+) Add, you can set this property on a per-platform basis.
On Demand
When enabled, this state is classified as on-demand, which means you can kick off a unique animation when needed. This spins up a unique instance per on-demand animation. When reaching the maximum value, it will snap to the nearest animation.
Additive
When enabled, the state is an additive animation state. On-demand must also be enabled and you will need an Additive Animation Blueprint to handle blending.
Blend Time
Here you can set the duration of blending when blending to the state.
Maximum Number Of Concurrent Instances
The number of instances that will be created for the state (platform-specific).
Requires Curves
When enabled, this animation state requires curves or morph targets to function correctly for follower components.
Use Blend Transitions
When enabled, the animation will play a blend to transition from one state to another.
Blend Significance Value
Here you can set a significance value tied to whether or not a transition should be blended. A value of 0 will result in no significance considered, a value of 1 will consider the significance first.
Maximum Number Concurrent Blends
Here you can set the number of blends that can be running at the same time. Each animation that is over this limit will snap to the nearest one.
Tick Significance Value
Here you can set a value that will be used with the Significance Manager. Anything over the specified value will not be ticked.
Animation Sharing Enabled
Returns whether or not Animation Sharing is enabled.
Get Animation Sharing Manager
Returns the Animation Sharing Manager (or null if none has been set up).
Register Actor
Registers an Actor with the Animation Sharing Manager, according to the specified Sharing Skeleton.
a.Sharing.ToggleVisibility
Toggles the visibility of the Leader Pose Components. The Debug render will be located at the level's origin point (0, 0, 0). Characters sharing animations will be rendered in green when they are using an active pose, and blue when they are blending. Red poses are inactive poses. The magenta line will point to the active pose the character is sharing.