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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime
Inheritance Hierarchy
- UBlueprintFunctionLibrary
- UAnimationStateMachineLibrary
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h |
Include | #include "AnimationStateMachineLibrary.h" |
Syntax
UCLASS (Experimental, MinimalAPI)
class UAnimationStateMachineLibrary : public UBlueprintFunctionLibrary
Remarks
Exposes operations to be performed on anim state machine node contexts.
Functions
Type | Name | Description | |
---|---|---|---|
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void | ConvertToAnimationStateMachine
(
const FAnimNodeReference& Node, |
Get an anim state machine from an anim node reference |
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void | ConvertToAnimationStateMachinePure
(
const FAnimNodeReference& Node, |
Get an anim state machine from an anim node reference (pure) |
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void | ConvertToAnimationStateResult
(
const FAnimNodeReference& Node, |
Get an anim state reference from an anim node reference |
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void | ConvertToAnimationStateResultPure
(
const FAnimNodeReference& Node, |
Get an anim state reference from an anim node reference (pure) |
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float | GetRelevantAnimTimeRemaining
(
const FAnimUpdateContext& UpdateContext, |
Returns the remaining animation time of the state's most relevant asset player |
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float | GetRelevantAnimTimeRemainingFraction
(
const FAnimUpdateContext& UpdateContext, |
Returns the remaining animation time as a fraction of the duration for the state's most relevant asset player |
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FName | GetState
(
const FAnimUpdateContext& UpdateContext, |
Returns the name of the current state of this state machine |
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bool | IsStateBlendingIn
(
const FAnimUpdateContext& UpdateContext, |
Returns whether the state the node belongs to is blending in |
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bool | IsStateBlendingOut
(
const FAnimUpdateContext& UpdateContext, |
Returns whether the state the node belongs to is blending out |
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void | SetState
(
const FAnimUpdateContext& UpdateContext, |
Manually set the current state of the state machine NOTE: Custom blend type is not supported |