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API > API/Plugins > API/Plugins/ContextualAnimation
| Name | UContextualAnimSceneActorComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Animation/ContextualAnimation/Source/ContextualAnimation/Public/ContextualAnimSceneActorComponent.h |
| Include Path | #include "ContextualAnimSceneActorComponent.h" |
Syntax
UCLASS (MinimalAPI, Meta=(BlueprintSpawnableComponent))
class UContextualAnimSceneActorComponent :
public UActorComponent ,
public IIKGoalCreatorInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UContextualAnimSceneActorComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UContextualAnimSceneActorComponent
(
const FObjectInitializer& ObjectInitializer |
ContextualAnimSceneActorComponent.h |
Structs
| Name | Remarks |
|---|---|
| FCharacterProperties | |
| FCharacterRotationProperties |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AlignmentOffset | FTransform | Optional offset from the actor transform. | ContextualAnimSceneActorComponent.h |
|
| OnJoinedSceneDelegate | FContextualAnimSceneActorCompDelegate | Event that happens when the actor owner of this component joins an scene | ContextualAnimSceneActorComponent.h |
|
| OnLeftSceneDelegate | FContextualAnimSceneActorCompDelegate | Event that happens when the actor owner of this component leave an scene | ContextualAnimSceneActorComponent.h |
|
| OnMontageBlendingOutDelegate | FContextualAnimOnMontageBlendingOutDelegate | ContextualAnimSceneActorComponent.h |
|
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| OnPlayMontageNotifyBeginDelegate | FContextualAnimPlayMontageNotifyBeginDelegate | ContextualAnimSceneActorComponent.h |
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| SceneAsset | TObjectPtr< class UContextualAnimSceneAsset > | ContextualAnimSceneActorComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimsPlayed | TArray< TWeakObjectPtr< const UAnimMontage >, TInlineAllocator< 5 > > | ContextualAnimSceneActorComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddIKGoals_Implementation
(
TMap< FName, FIKRigGoal >& OutGoals |
ContextualAnimSceneActorComponent.h | ||
void EarlyOutContextualAnimScene
(
bool bStopEveryone |
ContextualAnimSceneActorComponent.h |
|
|
const FContextualAnimSceneBindings & GetBindings() |
ContextualAnimSceneActorComponent.h |
|
|
const FContextualAnimIKTarget & GetIKTargetByGoalName
(
FName GoalName |
ContextualAnimSceneActorComponent.h |
|
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const TArray< FContextualAnimIKTarget > & GetIKTargets() |
ContextualAnimSceneActorComponent.h |
|
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bool IsInActiveScene() |
ContextualAnimSceneActorComponent.h |
|
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bool IsOwnerLocallyControlled() |
ContextualAnimSceneActorComponent.h | ||
bool LateJoinContextualAnimScene
(
AActor* Actor, |
ContextualAnimSceneActorComponent.h | ||
bool LateJoinContextualAnimScene
(
AActor* Actor, |
ContextualAnimSceneActorComponent.h |
|
|
void OnIgnoredActorEndPlay
(
AActor* Actor, |
ContextualAnimSceneActorComponent.h | ||
void OnJoinedScene
(
const FContextualAnimSceneBindings& InBindings |
Called when the actor owner of this component joins an scene | ContextualAnimSceneActorComponent.h |
|
void OnLeftScene() |
Called from the scene instance when the actor owner of this component leave an scene | ContextualAnimSceneActorComponent.h |
|
bool StartContextualAnimScene
(
const FContextualAnimSceneBindings& InBindings |
ContextualAnimSceneActorComponent.h |
|
|
bool StartContextualAnimScene
(
const FContextualAnimSceneBindings& InBindings, |
ContextualAnimSceneActorComponent.h | ||
bool TransitionContextualAnimScene
(
FName SectionName |
ContextualAnimSceneActorComponent.h |
|
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bool TransitionContextualAnimScene
(
FName SectionName, |
ContextualAnimSceneActorComponent.h | ||
bool TransitionContextualAnimScene
(
FName SectionName, |
ContextualAnimSceneActorComponent.h | ||
bool TransitionContextualAnimSceneToSpecificSet
(
FName SectionName, |
ContextualAnimSceneActorComponent.h |
|
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bool TransitionSingleActor
(
int32 SectionIdx, |
ContextualAnimSceneActorComponent.h | ||
bool TransitionSingleActor
(
int32 SectionIdx, |
ContextualAnimSceneActorComponent.h |
|
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bool TransitionSingleActor
(
int32 SectionIdx, |
ContextualAnimSceneActorComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
ContextualAnimSceneActorComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
ContextualAnimSceneActorComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddOrUpdateWarpTargets
(
int32 SectionIdx, |
ContextualAnimSceneActorComponent.h | ||
virtual bool CanLeaveScene
(
const FContextualAnimSceneBinding& Binding |
ContextualAnimSceneActorComponent.h | ||
void HandleTransitionEveryone
(
int32 NewSectionIdx, |
ContextualAnimSceneActorComponent.h | ||
void HandleTransitionSelf
(
int32 NewSectionIdx, |
ContextualAnimSceneActorComponent.h | ||
void JoinScene
(
const FContextualAnimSceneBindings& InBindings, |
@TODO: These two functions are going to replace OnJoinedScene and OnLeftScene main different is that these new functions are taking care of animation playback too | ContextualAnimSceneActorComponent.h | |
void LateJoinScene
(
const FContextualAnimSceneBindings& InBindings, |
ContextualAnimSceneActorComponent.h | ||
void LeaveScene() |
ContextualAnimSceneActorComponent.h | ||
virtual void OnJoinScene
(
const FContextualAnimSceneBinding& Binding |
ContextualAnimSceneActorComponent.h | ||
virtual void OnLateJoinScene
(
const FContextualAnimSceneBinding& Binding, |
ContextualAnimSceneActorComponent.h | ||
virtual void OnLeaveScene
(
const FContextualAnimSceneBinding& Binding |
ContextualAnimSceneActorComponent.h | ||
void OnMontageBlendingOut
(
UAnimMontage* Montage, |
ContextualAnimSceneActorComponent.h | ||
void OnPlayMontageNotifyBegin
(
FName NotifyName, |
ContextualAnimSceneActorComponent.h | ||
virtual void OnPreLeaveScene
(
const FContextualAnimSceneBinding& Binding |
Called just before the scene leaving happens (which calls OnLeaveScene) | ContextualAnimSceneActorComponent.h | |
virtual void OnRep_Bindings() |
ContextualAnimSceneActorComponent.h | ||
void OnRep_LateJoinData() |
ContextualAnimSceneActorComponent.h | ||
void OnRep_RepTransitionSingleActor() |
ContextualAnimSceneActorComponent.h | ||
void OnRep_TransitionData() |
ContextualAnimSceneActorComponent.h | ||
virtual void OnTickPose
(
USkinnedMeshComponent* SkinnedMeshComponent, |
Event called right before owner's mesh ticks the pose when we are in a scene instance and IK Targets are required. | ContextualAnimSceneActorComponent.h | |
virtual void OnTransitionScene
(
const FContextualAnimSceneBinding& Binding, |
ContextualAnimSceneActorComponent.h | ||
virtual void OnTransitionSingleActor
(
const FContextualAnimSceneBinding& Binding, |
ContextualAnimSceneActorComponent.h | ||
virtual void OtherActorLeftScene
(
AActor& Actor |
ContextualAnimSceneActorComponent.h | ||
virtual void PlayAnimation_Internal
(
UAnimSequenceBase* Animation, |
ContextualAnimSceneActorComponent.h | ||
virtual void RestoreCollisionState
(
const FContextualAnimSceneBinding& Binding |
ContextualAnimSceneActorComponent.h | ||
void RestoreMovementState
(
const FContextualAnimSceneBinding& Binding |
ContextualAnimSceneActorComponent.h | ||
void ServerEarlyOutContextualAnimScene
(
bool bStopEveryone |
ContextualAnimSceneActorComponent.h |
|
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void ServerStartContextualAnimScene
(
const FContextualAnimSceneBindings& InBindings |
ContextualAnimSceneActorComponent.h |
|
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virtual void SetCollisionState
(
const FContextualAnimSceneBinding& Binding |
ContextualAnimSceneActorComponent.h | ||
void SetIgnoreCollisionWithActor
(
AActor& Actor, |
ContextualAnimSceneActorComponent.h | ||
void SetIgnoreCollisionWithOtherActors
(
bool bValue |
ContextualAnimSceneActorComponent.h | ||
void SetMovementState
(
const FContextualAnimSceneBinding& Binding, |
ContextualAnimSceneActorComponent.h | ||
void UpdateIKTargets() |
ContextualAnimSceneActorComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
ContextualAnimSceneActorComponent.h |