Navigation
API > API/Plugins > API/Plugins/ContextualAnimation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UContextualAnimSceneActorComponent
References
| Module | ContextualAnimation |
| Header | /Engine/Plugins/Experimental/Animation/ContextualAnimation/Source/ContextualAnimation/Public/ContextualAnimSceneActorComponent.h |
| Include | #include "ContextualAnimSceneActorComponent.h" |
Syntax
UCLASS&40;Meta&61;&40;BlueprintSpawnableComponent&41;&41;
class UContextualAnimSceneActorComponent :
public UPrimitiveComponent,
public IIKGoalCreatorInterface
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bEnableDebug | ||
| FContextualAnimSceneBindings | Bindings | Bindings for the interaction we are currently playing. | |
| FCharacterProperties | CharacterPropertiesBackup | ||
| TArray< FContextualAnimIKTarget > | IKTargets | List of IKTarget for this frame | |
| FContextualAnimSceneActorCompDelegate | OnJoinedSceneDelegate | Event that happens when the actor owner of this component joins an scene | |
| FContextualAnimSceneActorCompDelegate | OnLeftSceneDelegate | Event that happens when the actor owner of this component leave an scene | |
| FContextualAnimPlayMontageNotifyBeginDelegate | OnPlayMontageNotifyBeginDelegate | ||
| FContextualAnimRepBindingsData | RepBindings | Replicated copy of the bindings so we can start the action on simulated proxies This gets replicated only from the initiator of the action and then set on all the other members of the interaction | |
| FContextualAnimRepLateJoinData | RepLateJoinData | ||
| FContextualAnimRepTransitionData | RepTransitionData | ||
| FContextualAnimRepTransitionData | RepTransitionSingleActorData | ||
| TObjectPtr< class UContextualAnimSceneAsset > | SceneAsset |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UContextualAnimSceneActorComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddIKGoals_Implementation
(
TMap< FName, FIKRigGoal >& OutGoals |
||
| void | AddOrUpdateWarpTargets
(
int32 SectionIdx, |
||
| void | AddReferencedObjects
(
UObject* InThis, |
||
| void | |||
| const FContextualAnimSceneBindings & | GetBindings () |
||
| const FContextualAnimIKTarget & | GetIKTargetByGoalName
(
FName GoalName |
||
| const TArray< FContextualAnimIKTarget > & | GetIKTargets () |
||
| bool | HandleLateJoin
(
AActor* Actor, |
||
| void | HandleTransitionEveryone
(
int32 NewSectionIdx, |
||
| void | HandleTransitionSelf
(
int32 NewSectionIdx, |
||
| bool | |||
| void | JoinScene
(
const FContextualAnimSceneBindings& InBindings, |
: These two functions are going to replace OnJoinedScene and OnLeftScene main different is that these new functions are taking care of animation playback too | |
| bool | LateJoinContextualAnimScene
(
AActor* Actor, |
||
| bool | LateJoinContextualAnimScene
(
AActor* Actor, |
||
| void | LateJoinScene
(
const FContextualAnimSceneBindings& InBindings, |
||
| void | LeaveScene () |
||
| void | OnJoinedScene
(
const FContextualAnimSceneBindings& InBindings |
Called when the actor owner of this component joins an scene | |
| void | OnLeftScene () |
Called from the scene instance when the actor owner of this component leave an scene | |
| void | OnMontageBlendingOut
(
UAnimMontage* Montage, |
||
| void | OnPlayMontageNotifyBegin
(
FName NotifyName, |
||
| void | |||
| void | |||
| void | |||
| void | |||
| 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. | |
| void | PlayAnimation_Internal
(
UAnimSequenceBase* Animation, |
||
| void | RestoreMovementState
(
bool bRequireFlyingMode |
||
| void | |||
| void | ServerStartContextualAnimScene
(
const FContextualAnimSceneBindings& InBindings |
||
| void | SetIgnoreCollisionWithOtherActors
(
bool bValue |
||
| void | SetMovementState
(
bool bRequireFlyingMode |
||
| bool | StartContextualAnimScene
(
const FContextualAnimSceneBindings& InBindings |
||
| bool | StartContextualAnimScene
(
const FContextualAnimSceneBindings& InBindings, |
||
| bool | TransitionContextualAnimScene
(
FName SectionName |
||
| bool | TransitionContextualAnimScene
(
FName SectionName, |
||
| bool | TransitionContextualAnimScene
(
FName SectionName, |
||
| bool | TransitionSingleActor
(
int32 SectionIdx, |
||
| bool | TransitionSingleActor
(
int32 SectionIdx, |
||
| bool | TransitionSingleActor
(
int32 SectionIdx, |
||
| void |
Overridden from UPrimitiveComponent
| Type | Name | Description | |
|---|---|---|---|
| FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
Overridden from USceneComponent
| Type | Name | Description | |
|---|---|---|---|
| FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | OnUnregister () |
Called when a component is unregistered. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns properties that are replicated for the lifetime of the actor channel |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FCharacterProperties |