| bIsContinuingInteraction |
bool |
|
PoseSearch/PoseSearchLibrary.h |
- Transient
- EditAnywhere
- BlueprintReadWrite
- Category=State
|
| bIsPlayingAssetMirrored |
bool |
|
PoseSearch/PoseSearchLibrary.h |
- Transient
- EditAnywhere
- BlueprintReadWrite
- Category=State
|
| InterruptMode |
EPoseSearchInterruptMode |
|
PoseSearch/PoseSearchLibrary.h |
- Transient
- EditAnywhere
- BlueprintReadWrite
- Category=State
|
| PlayingAsset |
TObjectPtr< const UObject > |
Currently playing animation. |
PoseSearch/PoseSearchLibrary.h |
- Transient
- EditAnywhere
- BlueprintReadWrite
- Category=State
|
| PlayingAssetAccumulatedTime |
float |
Currently playing animation accumulated time. |
PoseSearch/PoseSearchLibrary.h |
- Transient
- EditAnywhere
- BlueprintReadWrite
- Category=State
|
| PlayingAssetBlendParameters |
FVector |
PlayingAsset associated BlendParameters (if PlayingAsset is a UBlendSpace) |
PoseSearch/PoseSearchLibrary.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category=State
|
| PlayingAssetDatabase |
TObjectPtr< const UPoseSearchDatabase > |
Database where the PlayingAsset was originally from (optional property, used to provide an additional database to search for the continuing pose associated to PlayingAsset) |
PoseSearch/PoseSearchLibrary.h |
- Transient
- EditAnywhere
- BlueprintReadWrite
- Category=State
|