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Animate
AnimateMotionglTF Batch Exporter
  • Installation
    • Getting started
    • How does Animate work?
    • Animate your first Actor
  • Examples
    • Cube
    • Light
  • Architecture
    • ECurvePositions
    • ECurveTimes
    • FStructAnimateValue
    • FStructAnimateValueSource
    • FStructAnimateValueSourceConfiguration
    • FStructAnimateValueSourceStateData
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On this page
  • Architecture Overview
  • Value Source
  • Value Interpreter
  1. Installation

How does Animate work?

PreviousGetting startedNextAnimate your first Actor

Last updated 2 years ago

On this page we are going to explain how Animate is structured and how it works, to give you a better understand of what happens in Animate behind the scenes when creating blueprints with Animate.

Architecture Overview

Any animation you created with Animate always consists of two components: A Value Source and an Value Interpreter.

Value Source

Animate's Value Source is responsible for a number of functions:

  • Read configured Curve Vector.

  • Generate and save current curve value at current time.

  • Progress curve each tick, based on current state (reversing, looping etc.).

  • Parse and save current value of curve at current time.

  • Call curve events (Curve Minimum, Maximum, Updated & Deleted)

Value Interpreter

The Value Interpreter listens to the events provided by the Value Source and then implements custom behaviour to make use of the value provided by the Value Source.

The implemented behaviour can be fully customized. Example implementations include:

  • Setting an Actors relative rotation, location or scale.

  • Updating the brightness of a light source.

  • Manipulating values of a post-process volume.

Since the reading and using of the curve is seperated in two different components, it is very easy to create custom implementations of curve values in a clean blueprint, without having to modify a big blueprint or making copies of it.