DisclaimerIf you use the site often and enjoy it, consider donating to help me cover the server costs, and motivate me to spend my time on this project. (Donate) (Crypto)

Classes

UAnimationSettings

UDeveloperSettings > UObject

Default animation settings.

Member Type Offset Share
CompressCommandletVersion

Compression version for recompress commandlet, bump this to trigger full recompressed, otherwise only new imported animations will be recompressed

int32_t 0x38
KeyEndEffectorsMatchNameArray

List of bone names to treat with higher precision, in addition to any bones with sockets

TArray<FString> 0x40
ForceRecompression

If true, this will forcibly recompress every animation, this should not be checked in enabled

bool 0x50
bOnlyCheckForMissingSkeletalMeshes bool 0x51
bForceBelowThreshold

If true and the existing compression error is greater than Alternative Compression Threshold, then any compression technique (even one that increases the size) with a lower error will be used until it falls below the threshold

bool 0x52
bFirstRecompressUsingCurrentOrDefault

If true, then the animation will be first recompressed with it's current compressor if non-NULL, or with the global default compressor (specified in the engine ini) Also known as "Run Current Default Compressor"

bool 0x53
bRaiseMaxErrorToExisting

If true and the existing compression error is greater than Alternative Compression Threshold, then Alternative Compression Threshold will be effectively raised to the existing error level

bool 0x54
bEnablePerformanceLog

If true, recompression will log performance information

bool 0x55
bStripAnimationDataOnDedicatedServer

If true, animation track data will be stripped from dedicated server cooked data

bool 0x56
bTickAnimationOnSkeletalMeshInit

If true, pre-4.19 behavior of zero-ticking animations during skeletal mesh init

bool 0x57