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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- FAnimInstanceProxy
- FAnimPreviewAttacheInstanceProxy
- FAnimSequencerInstanceProxy
- FAnimSingleNodeInstanceProxy
- FAnimPreviewInstanceProxy
- FIKRetargetAnimInstanceProxy
- FIKRigAnimInstanceProxy
- FControlRigAnimInstanceProxy
- FLiveLinkInstanceProxy
- FVehicleAnimationInstanceProxy
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Animation/AnimInstanceProxy.h |
| Include | #include "Animation/AnimInstanceProxy.h" |
Syntax
struct FAnimInstanceProxy
Remarks
Proxy object passed around during animation tree update in lieu of a UAnimInstance
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FAnimNotifyEventReference > | ActiveAnimNotifiesSinceLastTick | Animation Notifies that has been triggered since the last tick. These can be safely consumed at any point. | |
| uint8: 1 | bBoneCachesInvalidated | When RequiredBones mapping has changed, AnimNodes need to update their bones caches. | |
| FGraphTraversalCounter | CachedBonesCounter | ||
| FGraphTraversalCounter | EvaluationCounter | ||
| uint64 | FrameCounterForNodeUpdate | ||
| uint64 | FrameCounterForUpdate | Sync counter. | |
| FGraphTraversalCounter | InitializationCounter | Counters for synchronization. | |
| TArray< FQueuedDrawDebugItem > | QueuedDrawDebugItems | ||
| FGraphTraversalCounter | SlotNodeInitializationCounter | ||
| FGraphTraversalCounter | UpdateCounter |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FAnimInstanceProxy
(
UAnimInstance* Instance |
|||
FAnimInstanceProxy
(
const FAnimInstanceProxy& |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddAnimNotifies
(
const TArray< FAnimNotifyEventReference >& NewNotifies, |
Add anim notifier | |
| void | AddAnimNotifyFromGeneratedClass
(
int32 NotifyIndex |
Queues an Anim Notify from the shared list on our generated class | |
| void | AddCurveValue
(
const FName& CurveName, |
Add a curve value | |
| void | AddNativeStateEntryBinding
(
const FName& MachineName, |
Sets up a native state entry delegate from state with StateName, in the state machine with name MachineName. | |
| void | AddNativeStateExitBinding
(
const FName& MachineName, |
Sets up a native state exit delegate from state with StateName, in the state machine with name MachineName. | |
| void | AddNativeTransitionBinding
(
const FName& MachineName, |
Sets up a native transition delegate between states with PrevStateName and NextStateName, in the state machine with name MachineName. | |
| FPoseSnapshot & | AddPoseSnapshot
(
FName SnapshotName |
Add an empty pose snapshot to the internal snapshot cache (or recycle an existing pose snapshot if the name is already in use) | |
| void | AddReferencedObjects
(
UAnimInstance* InAnimInstance, |
Manually add object references to GC | |
| void | AddTickRecord
(
const FAnimTickRecord& InTickRecord, |
Adds a tick record in the list for the correct group or the ungrouped array. | |
| void | AnimDrawDebugCircle
(
const FVector& Center, |
||
| void | AnimDrawDebugCone
(
const FVector& Center, |
||
| void | AnimDrawDebugCoordinateSystem
(
FVector const& AxisLoc, |
||
| void | AnimDrawDebugDirectionalArrow
(
const FVector& LineStart, |
||
| void | AnimDrawDebugInWorldMessage
(
const FString& DebugMessage, |
||
| void | AnimDrawDebugLine
(
const FVector& StartLoc, |
||
| void | AnimDrawDebugOnScreenMessage
(
const FString& DebugMessage, |
||
| void | AnimDrawDebugPlane
(
const FTransform& BaseTransform, |
||
| void | AnimDrawDebugPoint
(
const FVector& Loc, |
||
| void | AnimDrawDebugSphere
(
const FVector& Center, |
||
| void | Bind any native delegates that we have set up | ||
| void | BlendSpaceAdvanceImmediate
(
UBlendSpace* BlendSpace, |
||
| void | CacheBones () |
Cache bones override point. | |
| void | CacheBones_WithRoot
(
FAnimNode_Base* InRootNode |
Cache bones override point. | |
| void | CacheBonesInputProxy
(
FAnimInstanceProxy* InputProxy |
||
| float | CalcSlotMontageLocalWeight
(
const FName& SlotNodeName |
Get local weight of any montages this slot is playing. | |
| void | Removes all queued transition requests | ||
| void | ClearObjects () |
Clear any UObjects we might be using. | |
| void | If it doesn't tick, it will keep old weight, so we'll have to clear it in the beginning of tick | ||
| void | ClearTransitionEvents
(
const FName& EventName |
Removes all queued transition requests with the given event name | |
| bool | Evaluate
(
FPoseContext& Output |
Evaluate override point | |
| bool | Evaluate_WithRoot
(
FPoseContext& Output, |
Evaluate override point with root node override. | |
| void | EvaluateAnimation
(
FPoseContext& Output |
Evaluates the anim graph if Evaluate() returns false | |
| void | EvaluateAnimation_WithRoot
(
FPoseContext& Output, |
Evaluates the anim graph given the specified root if Evaluate() returns false | |
| void | EvaluateAnimationNode
(
FPoseContext& Output |
Evaluates the anim graph | |
| void | EvaluateAnimationNode_WithRoot
(
FPoseContext& Output, |
Evaluates the anim graph given the specified root | |
| void | EvaluateInputProxy
(
FAnimInstanceProxy* InputProxy, |
||
| void | Flip buffer read/write indices | ||
| void | GatherDebugData
(
FNodeDebugData& DebugData |
Gather debug data from this instance proxy and the blend tree for display | |
| void | GatherDebugData_WithRoot
(
FNodeDebugData& DebugData, |
Gather debug data from this instance proxy and the specified blend tree root for display | |
| void | GatherInputProxyDebugData
(
FAnimInstanceProxy* InputProxy, |
||
| const FMontageEvaluationState * | Get Currently active montage evaluation state. | ||
| const FString & | GetActorName () |
||
| const FTransform & | Get the transform of the actor we are running on | ||
| const TMap< FName, float > & | GetAnimationCurves
(
EAnimCurveType InCurveType |
||
| TMap< FName, float > & | GetAnimationCurves
(
EAnimCurveType InCurveType |
Get the current value of all animation curves | |
| UAnimBlueprint * | |||
| FAnimBlueprintDebugData * | Get the debug data for this instance's anim bp | ||
| IAnimClassInterface * | Get the IAnimClassInterface associated with this context, if there is one. | ||
| const FString & | |||
| const UObject * | |||
| UObject * | Access UObject base of UAnimInstance | ||
| int32 | Gets the buffer we should be reading from. | ||
| int32 | Gets the sync group we should be writing to. | ||
| const FGraphTraversalCounter & | |||
| NodeType * | GetCheckedMutableNodeFromIndex
(
int32 NodeIdx |
Gets a checked node given an index into the node property array | |
| FAnimNode_Base * | GetCheckedMutableNodeFromIndexUntyped
(
int32 NodeIdx, |
Gets a checked node given an index into the node property array | |
| const NodeType * | GetCheckedNodeFromIndex
(
int32 NodeIdx |
Gets a checked node given an index into the node property array | |
| const FAnimNode_Base * | GetCheckedNodeFromIndexUntyped
(
int32 NodeIdx, |
Gets a checked node given an index into the node property array | |
| const FTransform & | Get the relative transform of the component we are running on | ||
| const FTransform & | Get the component to world transform of the component we are running on | ||
| void | GetCustomNodes
(
TArray< FAnimNode_Base* >& OutNodes |
Called when the anim instance is being initialized. | |
| FAnimNode_Base * | Called when the anim instance is being initialized. | ||
| float | Get the last DeltaSeconds passed into PreUpdate() | ||
| const FGraphTraversalCounter & | |||
| FRootMotionMovementParams & | Access root motion params | ||
| const FGraphTraversalCounter & | Access various counters | ||
| int32 | GetInstanceAssetPlayerIndex
(
FName MachineName, |
Get the index of the specified instance asset player. | |
| float | GetInstanceAssetPlayerLength
(
int32 AssetPlayerIndex |
Gets the length in seconds of the asset referenced in an asset player node | |
| TArray< const FAnimNode_AssetPlayerBase * > | GetInstanceAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph | |
| float | GetInstanceAssetPlayerTime
(
int32 AssetPlayerIndex |
Get the current accumulated time in seconds for an asset player node | |
| float | GetInstanceAssetPlayerTimeFraction
(
int32 AssetPlayerIndex |
Get the current accumulated time as a fraction for an asset player node | |
| float | GetInstanceAssetPlayerTimeFromEnd
(
int32 AssetPlayerIndex |
Get the time in seconds from the end of an animation in an asset player node | |
| float | GetInstanceAssetPlayerTimeFromEndFraction
(
int32 AssetPlayerIndex |
Get the time as a fraction of the asset length of an animation in an asset player node | |
| float | GetInstanceCurrentStateElapsedTime
(
int32 MachineIndex |
Get the current elapsed time of a state within the specified state machine | |
| float | GetInstanceMachineWeight
(
int32 MachineIndex |
Get the blend weight of a specified state | |
| TArray< const FAnimNode_AssetPlayerRelevancyBase * > | GetInstanceRelevantAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerRelevancyBase class within the specified (named) Animation Graph | |
| float | GetInstanceStateWeight
(
int32 MachineIndex, |
Get the blend weight of a specified state | |
| float | GetInstanceTransitionCrossfadeDuration
(
int32 MachineIndex, |
Get the crossfade duration of a specified transition | |
| float | GetInstanceTransitionTimeElapsed
(
int32 MachineIndex, |
Get the elapsed time in seconds of a specified transition | |
| float | GetInstanceTransitionTimeElapsedFraction
(
int32 MachineIndex, |
Get the elapsed time as a fraction of the crossfade duration of a specified transition | |
| int32 | GetLODLevel () |
Access to LODLevel | |
| const FBakedAnimationStateMachine * | GetMachineDescription
(
IAnimClassInterface* AnimBlueprintClass, |
Get the machine description for the specified instance. | |
| FAnimInstanceProxy * | Get the current main instance proxy. | ||
| TArray< FMontageEvaluationState > & | Access montage array data | ||
| const TArray< FMontageEvaluationState > & | Access montage array data | ||
| TArray< FAnimNode_AssetPlayerBase * > | GetMutableInstanceAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph | |
| TArray< FAnimNode_AssetPlayerRelevancyBase * > | GetMutableInstanceRelevantAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerRelevancyBase class within the specified (named) Animation Graph | |
| NodeType * | GetMutableNodeFromIndex
(
int32 NodeIdx |
Gets an unchecked (can return nullptr) node given an index into the node property array | |
| FAnimNode_Base * | GetMutableNodeFromIndexUntyped
(
int32 NodeIdx, |
Gets an unchecked (can return nullptr) node given an index into the node property array | |
| const NodeType * | GetNodeFromIndex
(
int32 NodeIdx |
Gets an unchecked (can return nullptr) node given an index into the node property array | |
| const FAnimNode_Base * | GetNodeFromIndexUntyped
(
int32 NodeIdx, |
Gets an unchecked (can return nullptr) node given an index into the node property array | |
| NodeType * | GetNodeFromProperty
(
FProperty* Property |
Gets an unchecked (can return nullptr) node given a property of the anim instance | |
| const FPoseSnapshot * | GetPoseSnapshot
(
FName SnapshotName |
Get a cached pose snapshot by name | |
| float | GetRecordedMachineWeight
(
const int32 InMachineClassIndex |
||
| float | GetRecordedStateWeight
(
const int32 InMachineClassIndex, |
||
| float | GetRelevantAnimLength
(
int32 MachineIndex, |
Get the length in seconds of the most relevant animation in the source state | |
| float | GetRelevantAnimTime
(
int32 MachineIndex, |
Get the current accumulated time in seconds for the most relevant animation in the source state | |
| float | GetRelevantAnimTimeFraction
(
int32 MachineIndex, |
Get the current accumulated time as a fraction of the length of the most relevant animation in the source state | |
| float | GetRelevantAnimTimeRemaining
(
int32 MachineIndex, |
Get the time remaining in seconds for the most relevant animation in the source state | |
| float | GetRelevantAnimTimeRemainingFraction
(
int32 MachineIndex, |
Get the time remaining as a fraction of the duration for the most relevant animation in the source state | |
| const FAnimNode_AssetPlayerRelevancyBase * | GetRelevantAssetPlayerInterfaceFromState
(
int32 MachineIndex, |
Gets the most relevant asset player in a specified state | |
| FBoneContainer & | Access to required bones array | ||
| const FBoneContainer & | Const access to required bones array | ||
| ERootMotionMode::Type | Get the root motion mode assigned to this anim instance proxy. | ||
| FAnimNode_Base * | GetRootNode () |
||
| USkeleton * | GetSkeleton () |
Get the current skeleton we are using. | |
| USkeletalMeshComponent * | Get the current skeletal mesh component we are running on. | ||
| TMap< FName, UE::Anim::FSlotInertializationRequest > & | |||
| bool | GetSlotInertializationRequest
(
const FName& SlotName, |
||
| float | GetSlotMontageGlobalWeight
(
const FName& SlotNodeName |
Get Global weight of any montages this slot node is playing. | |
| float | GetSlotMontageLocalWeight
(
const FName& SlotNodeName |
Get local weight of any montages this slot node is playing. | |
| float | GetSlotNodeGlobalWeight
(
const FName& SlotNodeName |
Get global weight in AnimGraph for this slot node. | |
| const FGraphTraversalCounter & | |||
| void | GetSlotWeight
(
const FName& SlotNodeName, |
Get Slot Node Weight : this returns new Slot Node Weight, Source Weight, Original TotalNodeWeight this 3 values can't be derived from each other | |
| int32 | GetStateMachineIndex
(
FName MachineName |
Gets the index of the state machine matching MachineName | |
| int32 | GetStateMachineIndex
(
FAnimNode_StateMachine* StateMachine |
Gets the index of the state machine | |
| void | GetStateMachineIndexAndDescription
(
FName InMachineName, |
||
| const FAnimNode_StateMachine * | GetStateMachineInstance
(
int32 MachineIndex |
Gets the runtime instance of the specified state machine | |
| const FBakedAnimationStateMachine * | GetStateMachineInstanceDesc
(
FName MachineName |
Gets the runtime instance desc of the state machine specified by name | |
| const FAnimNode_StateMachine * | GetStateMachineInstanceFromName
(
FName MachineName |
Gets the runtime instance of the specified state machine by Name | |
| int32 | GetSyncGroupIndexFromName
(
FName SyncGroupName |
Returns the baked sync group index from the compile step | |
| const FSyncGroupMap & | Get the sync group we are currently reading from | ||
| FMarkerSyncAnimPosition | GetSyncGroupPosition
(
FName InSyncGroupName |
||
| float | Get the last time dilation, gleaned from world settings | ||
| bool | GetTimeToClosestMarker
(
FName SyncGroup, |
||
| const TArray< FAnimTickRecord > & | Get the ungrouped active player we are currently reading from | ||
| const FGraphTraversalCounter & | |||
| bool | Check whether we have any active curves | ||
| bool | HasMarkerBeenHitThisFrame
(
FName SyncGroup, |
||
| bool | HasNativeStateEntryBinding
(
const FName& MachineName, |
Check for whether a native entry delegate is bound to the specified state. | |
| bool | HasNativeStateExitBinding
(
const FName& MachineName, |
Check for whether a native exit delegate is bound to the specified state. | |
| bool | HasNativeTransitionBinding
(
const FName& MachineName, |
Check for whether a native rule is bound to the specified transition. | |
| bool | HasRootNode () |
Check whether we have a valid root node | |
| void | Initialize
(
UAnimInstance* InAnimInstance |
Called when our anim instance is being initialized | |
| void | InitializeInputProxy
(
FAnimInstanceProxy* InputProxy, |
Custom proxy Init/Cache/Update/Evaluate functions | |
| void | InitializeObjects
(
UAnimInstance* InAnimInstance |
Copy any UObjects we might be using. Called Pre-update and pre-evaluate. | |
| void | InitializeRootNode
(
bool bInDeferRootNodeInitialization |
Initialize the root node - split into a separate function for backwards compatibility (initialization order) reasons | |
| void | InitializeRootNode_WithRoot
(
FAnimNode_Base* InRootNode |
Initialize the specified root node | |
| bool | Whether the UAnimInstance this context refers to is currently being debugged in the editor | ||
| bool | IsSlotNodeRelevantForNotifies
(
const FName& SlotNodeName |
||
| bool | IsSyncGroupBetweenMarkers
(
FName InSyncGroupName, |
||
| bool | IsSyncGroupValid
(
FName InSyncGroupName |
Returns true if SyncGroupName is valid (exists, and if is based on markers, has valid markers) | |
| void | LogMessage
(
FName InLogType, |
Allow nodes to register log messages to be processed on the game thread | |
| void | LogMessage
(
FName InLogType, |
Allow nodes to register log messages to be processed on the game thread | |
| void | OnPreUpdateLODChanged
(
const int32 PreviousLODIndex, |
Called during PreUpdate, if SkelMesh LOD has changed since last update | |
| void | PostEvaluate
(
UAnimInstance* InAnimInstance |
Called after evaluate so we can do any game thread work we need to | |
| void | PostUpdate
(
UAnimInstance* InAnimInstance |
Called after update so we can copy any data we need | |
| void | PreEvaluateAnimation
(
UAnimInstance* InAnimInstance |
Called on the game thread pre-evaluate. | |
| void | PreUpdate
(
UAnimInstance* InAnimInstance, |
Called before update so we can copy any data we need | |
| bool | QueryAndMarkTransitionEvent
(
int32 MachineIndex, |
Behaves like QueryTransitionEvent but additionally marks the event for consumption | |
| bool | QueryTransitionEvent
(
int32 MachineIndex, |
Returns whether or not the given event transition request has been queued | |
| void | RecalcRequiredBones
(
USkeletalMeshComponent* Component, |
Recalculate Required Bones [RequiredBones] Is called when bRequiredBonesUpToDate = false The provided asset must be a SkeletalMesh or a Skeleton. | |
| void | RecalcRequiredCurves
(
const UE::Anim::FCurveFilterSettings& CurveFilterSettings |
Recalculate required curve list for animation - if you call RecalcRequiredBones, this should already happen | |
| void | RecordMachineWeight
(
const int32 InMachineClassIndex, |
||
| void | RecordNodeAttribute
(
const FAnimInstanceProxy& InSourceProxy, |
Record a node attribute in the debugger | |
| void | RecordNodeSync
(
int32 InSourceNodeIndex, |
Record a node sync in the debugger | |
| void | RecordNodeVisit
(
int32 TargetNodeIndex, |
Record a visited node in the debugger | |
| void | RecordStateWeight
(
const int32 InMachineClassIndex, |
||
| void | RegisterSlotNodeWithAnimInstance
(
const FName& SlotNodeName |
Register a named slot | |
| void | RegisterWatchedPose
(
const FCompactPose& Pose, |
Record pose for node of ID LinkID if it is currently being watched. | |
| void | Slot node run-time functions | ||
| void | RemovePoseSnapshot
(
FName SnapshotName |
Remove a previously saved pose snapshot from the internal snapshot cache | |
| bool | RequestTransitionEvent
(
const FName& EventName, |
Attempts to queue a transition request, returns true if successful | |
| void | Reset Animation Curves | ||
| void | ResetCounterInputProxy
(
FAnimInstanceProxy* InputProxy |
||
| void | ResetDynamics
(
ETeleportType InTeleportType |
Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.) | |
| void | ResetSync () |
Reset the sync system to its starting state | |
| void | |||
| void | SavePoseSnapshot
(
USkeletalMeshComponent* InSkeletalMeshComponent, |
Save a pose snapshot to the internal snapshot cache | |
| void | SequenceAdvanceImmediate
(
UAnimSequenceBase* Sequence, |
||
| void | SetSyncMirror
(
const UMirrorDataTable* MirrorDataTable |
Set the mirror data table to sync animations. | |
| bool | Check whether we should extract root motion | ||
| void | SlotEvaluatePose
(
const FName& SlotNodeName, |
||
| void | TriggerAnimNotifies
(
USkeletalMeshComponent* SkelMeshComp, |
Trigger any anim notifies | |
| void | Uninitialize
(
UAnimInstance* InAnimInstance |
Called when our anim instance is being uninitialized | |
| void | Update
(
float DeltaSeconds |
Update override point | |
| void | UpdateActiveAnimNotifiesSinceLastTick
(
const FAnimNotifyQueue& AnimInstanceQueue |
Let us copy the full notify queue from the last frame | |
| void | Calls Update(), updates the anim graph, ticks asset players | ||
| void | UpdateAnimation_WithRoot
(
const FAnimationUpdateContext& InContext, |
Calls Update(), updates the anim graph from the specified root, ticks asset players | |
| void | UpdateAnimationNode
(
const FAnimationUpdateContext& InContext |
Updates the anim graph | |
| void | UpdateAnimationNode_WithRoot
(
const FAnimationUpdateContext& InContext, |
Updates the anim graph using a specified root node | |
| void | UpdateCurvesPostEvaluation
(
USkeletalMeshComponent* SkelMeshComp |
Update curves once evaluation has taken place. Mostly pushes curves to materials/morphs | |
| void | UpdateCurvesToEvaluationContext
(
const FAnimationEvaluationContext& InContext |
Pushes blended heap curve to output curves in the proxy using required bones cached data | |
| void | UpdateInputProxy
(
FAnimInstanceProxy* InputProxy, |
||
| void | UpdateSlotNodeWeight
(
const FName& SlotNodeName, |
Allow slot nodes to store off their weight during ticking. | |
| bool | WasAnimNotifyNameTriggeredInAnyState
(
FName NotifyName |
Get whether the animation notify with the specified name triggered last tick. | |
| bool | WasAnimNotifyNameTriggeredInSourceState
(
int32 MachineIndex, |
Get whether the most relevant animation triggered the given notify last tick. | |
| bool | WasAnimNotifyNameTriggeredInStateMachine
(
int32 MachineIndex, |
Get whether the given state machine triggered the animation notify with the specified name last tick. | |
| bool | WasAnimNotifyStateActiveInAnyState
(
TSubclassOf< UAnimNotifyState > AnimNotifyStateType |
Get whether a particular notify state was active in any state machine last tick. | |
| bool | WasAnimNotifyStateActiveInSourceState
(
int32 MachineIndex, |
Get whether the most relevant animation was in a particular notify state last tick. | |
| bool | WasAnimNotifyStateActiveInStateMachine
(
int32 MachineIndex, |
Get whether a particular notify state is active in a specific state machine last tick. | |
| bool | WasAnimNotifyTriggeredInAnyState
(
TSubclassOf< UAnimNotify > AnimNotifyType |
Get whether an animation notify of a given type was triggered last tick. | |
| bool | WasAnimNotifyTriggeredInSourceState
(
int32 MachineIndex, |
Get whether the most relevant animation triggered the given notify last tick. | |
| bool | WasAnimNotifyTriggeredInStateMachine
(
int32 MachineIndex, |
Get whether a particular notify type was active in a specific state machine last tick. |
Operators
| Type | Name | Description | |
|---|---|---|---|
| FAnimInstanceProxy & | operator=
(
FAnimInstanceProxy&& |
||
| FAnimInstanceProxy & | operator=
(
const FAnimInstanceProxy& |
Typedefs
| Name | Description |
|---|---|
| FLogMessageEntry | Logged message queues. |
| FSyncGroupMap |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddCurveValue
(
const FSmartNameMapping& Mapping, |
Please use AddCurveValue that does not take a FSmartNameMapping. | |
| FAnimTickRecord & | CreateUninitializedTickRecord
(
int32 GroupIndex, |
Please use the overload that takes a group FName | |
| FAnimTickRecord & | CreateUninitializedTickRecord
(
FAnimGroupInstance*& OutSyncGroupPtr, |
Please use FAnimSyncGroupScope | |
| FAnimTickRecord & | CreateUninitializedTickRecordInScope
(
int32 GroupIndex, |
Please use the overload that takes a group FName | |
| FAnimTickRecord & | CreateUninitializedTickRecordInScope
(
FAnimGroupInstance*& OutSyncGroupPtr, |
Please use FAnimSyncGroupScope | |
| const FAnimNode_AssetPlayerBase * | GetRelevantAssetPlayerFromState
(
int32 MachineIndex, |
Please use GetRelevantAssetPlayerInterfaceFromState | |
| const FTransform & | Please use GetComponentTransform | ||
| const FTransform & | Please use GetActorTransform | ||
| const TArray< FAnimGroupInstance > & | Sync groups are no longer stored in arrays, please use GetSyncGroupMapRead. | ||
| int32 | Function renamed to GetBufferReadIndex as this no longer deals with sync groups. | ||
| int32 | Function renamed to GetBufferWriteIndex as this no longer deals with sync groups. | ||
| bool | IsSkeletonCompatible
(
USkeleton const* InSkeleton |
Skeleton compatibility is now an editor-only concern, this function is no longer used. | |
| void | MakeBlendSpaceTickRecord
(
FAnimTickRecord& TickRecord, |
Please use the FAnimTickRecord constructor that takes a UBlendSpace | |
| void | MakePoseAssetTickRecord
(
FAnimTickRecord& TickRecord, |
Please use the FAnimTickRecord constructor that takes a UPoseAsset | |
| void | MakeSequenceTickRecord
(
FAnimTickRecord& TickRecord, |
Please use the FAnimTickRecord constructor that takes a UAnimSequenceBase | |
| void | RecalcRequiredCurves
(
const FCurveEvaluationOption& CurveEvalOption |
Please use RecalcRequiredCurves that takes a FCurveEvaluationOption. | |
| void | RegisterWatchedPose
(
const FCSPose< FCompactPose >& Pose, |
Please use RegisterWatchedPose that takes a pose and a curve | |
| void | RegisterWatchedPose
(
const FCSPose< FCompactPose >& Pose, |
Please use RegisterWatchedPose that takes a pose and a curve | |
| void | RegisterWatchedPose
(
const FCompactPose& Pose, |
Please use RegisterWatchedPose that takes a pose and a curve | |
| void | Please use ResetDynamics with a ETeleportType argument | ||
| void | SlotEvaluatePose
(
const FName& SlotNodeName, |
Use SlotEvaluatePose with other signature | |
| void | Do not call directly. Instead sync and asset player ticking is controlled via UE::Anim::FSync and UE::Anim::FSyncScope. | ||
| void | TickAssetPlayerInstances
(
float DeltaSeconds |
Do not call directly. Instead sync and asset player ticking is controlled via UE::Anim::FSync and UE::Anim::FSyncScope. | |
| void | Function renamed to FlipBufferWriteIndex as this no longer deals with sync groups. | ||
| void | UpdateCurvesToComponents
(
USkeletalMeshComponent* Component |
This function is no longer used. |