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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimInstance.h |
Include | #include "Animation/AnimInstance.h" |
Syntax
UCLASS (Transient, Blueprintable, HideCategories=AnimInstance, BlueprintType,
Within=SkeletalMeshComponent, MinimalAPI)
class UAnimInstance : public UObject
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FAnimNotifyEventReference > | ActiveAnimNotifyEventReference | |
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TArray< FAnimNotifyEvent > | ActiveAnimNotifyState | Currently Active AnimNotifyState, stored as a copy of the event as we need to call NotifyEnd on the event after a deletion in the editor. |
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TMap< class UAnimMontage *, struct FAnimMontageInstance * > | ActiveMontagesMap | Map between Active Montages and their FAnimMontageInstance |
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FAnimInstanceProxy * | AnimInstanceProxy | Proxy object, nothing should access this from an externally-callable API as it is used as a scratch area on worker threads |
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uint8: 1 | bCreatedByLinkedAnimGraph | Flag to check if created by LinkedAnimGraph in ReinitializeLinkedAnimInstance |
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uint8: 1 | bNeedsUpdate | Flag to check back on the game thread that indicates we need to run PostUpdateAnimation() in the post-eval call |
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uint8: 1 | bPropagateNotifiesToLinkedInstances | Whether to propagate notifies to any linked anim instances |
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uint8: 1 | bReceiveNotifiesFromLinkedInstances | Whether to process notifies from any linked anim instances |
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uint8: 1 | bUseMainInstanceMontageEvaluationData | If true, linked instances will use the main instance's montage data. |
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uint8: 1 | bUseMultiThreadedAnimationUpdate | Allows this anim instance to update its native update, blend tree, montages and asset players on a worker thread. |
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uint8: 1 | bUsingCopyPoseFromMesh | If this AnimInstance has nodes using 'CopyPoseFromMesh' this will be true. |
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double | CurrentLifeTimerScrubPosition | Current scrubbing playback position (only used when debugging in Persona) |
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TObjectPtr< USkeleton > | CurrentSkeleton | This is used to extract animation. If Mesh exists, this will be overwritten by Mesh->Skeleton |
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FGraphTraversalCounter | DebugDataCounter | |
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double | LifeTimer | Maximum playback position ever reached (only used when debugging in Persona) |
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TArray< struct FAnimMontageInstance * > | MontageInstances | AnimMontage instances that are running currently |
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FAnimNotifyQueue | NotifyQueue | Animation Notifies that has been triggered in the latest tick |
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FOnAllMontageInstancesEndedMCDelegate | OnAllMontageInstancesEnded | Called when all Montage instances have ended. |
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FOnMontageBlendedInEndedMCDelegate | OnMontageBlendedIn | Called when a montage finishes blending in |
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FOnMontageBlendingOutStartedMCDelegate | OnMontageBlendingOut | Called when a montage starts blending out, whether interrupted or finished |
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FOnMontageEndedMCDelegate | OnMontageEnded | Called when a montage has ended, whether interrupted or finished |
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FOnMontageStartedMCDelegate | OnMontageStarted | Called when a montage has started |
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FPlayMontageAnimNotifyDelegate | OnPlayMontageNotifyBegin | Called when a montage hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' begin |
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FPlayMontageAnimNotifyDelegate | OnPlayMontageNotifyEnd | Called when a montage hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' end |
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ETeleportType | PendingDynamicResetTeleportType | Pending teleport type, set in ResetDynamics and cleared in UpdateAnimation |
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FSoftClassPath | PostCompileValidationClassName | Name of Class to do Post Compile Validation. |
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TEnumAsByte< ERootMotionMode::Type > | RootMotionMode | Sets where this blueprint pulls Root Motion from. |
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TMap< FName, FInertializationRequest > | SlotGroupInertializationRequestDataMap | Inertialization requests gathered this frame. Gets reset in UpdateMontageEvaluationData |
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TMap< FName, UE::Anim::FSlotInertializationRequest > | SlotGroupInertializationRequestMap |
Constructors
Type | Name | Description | |
---|---|---|---|
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UAnimInstance
(
const FObjectInitializer& ObjectInitializer |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | AddCurveValue
(
const FName& CurveName, |
Add curve float data, using a curve name. |
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void | AddCurveValue
(
const FSmartNameMapping& Mapping, |
|
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void | AddCurveValue
(
const SmartName::UID_Type Uid, |
|
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void | AddExternalNotifyHandler
(
UObject* ExternalHandlerObject, |
Allows other UObjects to bind custom event notifies similarly to the AnimBP |
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void | AddNativeStateEntryBinding
(
const FName& MachineName, |
Sets up a native state entry delegate from state with StateName, in the state machine with name MachineName. |
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void | AddNativeStateExitBinding
(
const FName& MachineName, |
Sets up a native state exit delegate from state with StateName, in the state machine with name MachineName. |
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void | AddNativeTransitionBinding
(
const FName& MachineName, |
Sets up a native transition delegate between states with PrevStateName and NextStateName, in the state machine with name MachineName. |
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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) |
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void | AddReferencedObjects
(
UObject* InThis, |
|
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void | AppendAnimationCurveList
(
EAnimCurveType Type, |
Append the type of curve to the OutCurveList specified by Curve Flags |
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void | ApplyAnimOverridesToCDO
(
FCompilerResultsLog& MessageLog |
Called on the newly created CDO during anim blueprint compilation to allow subclasses a chance to replace animations (experimental) |
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UAnimInstance * | Get the 'main' anim instance, i.e. the one that is hosted on the skeletal mesh component | |
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float | Blueprint_GetSlotMontageLocalWeight
(
FName SlotNodeName |
Get local weight of any montages this slot node is playing. |
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void | Executed when begin play is called on the owning component | |
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void | Executed when the Animation is initialized | |
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void | Executed when the all Linked Animation Layers are initialized | |
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void | Executed after the Animation is evaluated | |
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void | BlueprintThreadSafeUpdateAnimation
(
float DeltaTime |
Executed when the Animation Blueprint is updated on a worker thread, just prior to graph update |
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void | BlueprintUpdateAnimation
(
float DeltaTimeX |
Executed when the Animation is updated |
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float | CalcSlotMontageLocalWeight
(
const FName& SlotNodeName |
Get local weight of any montages this slot is playing. |
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float | CalculateDirection
(
const FVector& Velocity, |
|
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bool | Can this animation instance run Update or Evaluation work in parallel. | |
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bool | ||
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void | Removes all queued transition requests | |
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void | ClearLayerOverlay
(
TSubclassOf< UAnimInstance > InClass |
|
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void | ClearMontageInstanceReferences
(
FAnimMontageInstance& InMontageInstance |
|
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void | Clears the current morph targets. | |
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void | ClearTransitionEvents
(
const FName EventName |
Removes all queued transition requests with the given event name |
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void | Flush completed montages when animation tick is paused. | |
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FRootMotionMovementParams | ConsumeExtractedRootMotion
(
float Alpha |
Get current accumulated root motion, removing it from the AnimInstance in the process |
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void | CopyCurveValues
(
const UAnimInstance& InSourceInstance |
Copy curves from external source |
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FAnimInstanceProxy * | Override point for derived classes to create their own proxy objects (allows custom allocation) | |
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void | DestroyAnimInstanceProxy
(
FAnimInstanceProxy* InProxy |
Override point for derived classes to destroy their own proxy objects (allows custom allocation) |
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void | Dispatch AnimEvents (AnimNotifies, Montage Events) queued during UpdateAnimation() | |
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void | DisplayDebug
(
UCanvas* Canvas, |
Debug output for this anim instance. Info for SyncGroups, Graph, Montages, etc. |
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void | DisplayDebugInstance
(
FDisplayDebugManager& DisplayDebugManager, |
Display debug info about AnimInstance. Can be overridden to add custom info from child classes. |
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bool | DynamicMontage_IsPlayingFrom
(
const UAnimSequenceBase* Animation |
Returns true if there is an animation montage is currently active and playing that was created from the provided animation. |
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void | EnableUpdateAnimation
(
bool bEnable |
Enable / Disable animation update. This is provided as an optimization to disable linked instances that aren't relevant. Disabling an instance whose graph is still evaluated will assert and causes issues. |
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void | Triggers end on active notify states and clears the array | |
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FAnimSubsystemInstance * | FindSubsystem
(
UScriptStruct* InSubsystemType |
Find a subsystem's instance-resident data. |
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SubsystemType * | Get a subsystem's instance-resident data. If no subsystem of the type exists this will return nullptr. | |
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void | GatherDebugData
(
FNodeDebugData& DebugData |
Gather debug data from this instance proxy and the blend tree for display |
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void | GetActiveCurveNames
(
EAnimCurveType CurveType, |
This returns last up-to-date list of active curve names |
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FAnimMontageInstance * | GetActiveInstanceForMontage
(
const UAnimMontage* Montage |
Get Active FAnimMontageInstance for given Montage asset. |
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FAnimMontageInstance * | Get Currently active montage instance. | |
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void | GetAllCurveNames
(
TArray< FName >& OutNames |
This returns all curve names. |
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void | GetAnimationCurveList
(
EAnimCurveType Type, |
|
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const TMap< FName, float > & | GetAnimationCurveList
(
EAnimCurveType Type |
Return the list of curves that are specified by type |
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const TMap< FName, float > & | GetAnimationCurves
(
EAnimCurveType InCurveType |
Get the current value of all animation curves |
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const UBlendProfile * | GetBlendProfileByName
(
FName InBlendProfileName |
Returns a blend profile by name from our current skeleton. Null if not found. |
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UAnimMontage * | Get a current Active Montage in this AnimInstance. | |
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FName | GetCurrentStateName
(
int32 MachineIndex |
Returns the name of a currently active state in a state machine. |
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bool | GetCurveValue
(
FName CurveName, |
Returns value of named curved in OutValue, returns whether the curve was actually found or not. |
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float | GetCurveValue
(
FName CurveName |
Returns the value of a named curve. |
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bool | GetCurveValueWithDefault
(
FName CurveName, |
Returns whether a named curve was found, its value, and a default value when it's not found. |
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float | Get the current delta time | |
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int32 | GetInstanceAssetPlayerIndex
(
FName MachineName, |
Get the index of the specified instance asset player. |
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float | GetInstanceAssetPlayerLength
(
int32 AssetPlayerIndex |
NOTE: Derived anim getters |
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TArray< const FAnimNode_AssetPlayerBase * > | GetInstanceAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph |
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float | GetInstanceAssetPlayerTime
(
int32 AssetPlayerIndex |
Get the current accumulated time in seconds for an asset player node |
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float | GetInstanceAssetPlayerTimeFraction
(
int32 AssetPlayerIndex |
Get the current accumulated time as a fraction for an asset player node |
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float | GetInstanceAssetPlayerTimeFromEnd
(
int32 AssetPlayerIndex |
Get the time in seconds from the end of an animation in an asset player node |
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float | GetInstanceAssetPlayerTimeFromEndFraction
(
int32 AssetPlayerIndex |
Get the time as a fraction of the asset length of an animation in an asset player node |
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float | GetInstanceCurrentStateElapsedTime
(
int32 MachineIndex |
Get the current elapsed time of a state within the specified state machine |
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FAnimMontageInstance * | GetInstanceForMontage
(
const UAnimMontage* Montage |
Get FAnimMontageInstance for given Montage asset (even when blending out). |
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float | GetInstanceMachineWeight
(
int32 MachineIndex |
Get the blend weight of a specified state machine |
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TArray< const FAnimNode_AssetPlayerRelevancyBase * > | GetInstanceRelevantAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes implementing FAnimNode_AssetPlayerRelevancyBase within the specified (named) Animation Graph |
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float | GetInstanceStateWeight
(
int32 MachineIndex, |
Get the blend weight of a specified state |
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float | GetInstanceTransitionCrossfadeDuration
(
int32 MachineIndex, |
Get the crossfade duration of a specified transition |
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float | GetInstanceTransitionTimeElapsed
(
int32 MachineIndex, |
Get the elapsed time in seconds of a specified transition |
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float | GetInstanceTransitionTimeElapsedFraction
(
int32 MachineIndex, |
Get the elapsed time as a fraction of the crossfade duration of a specified transition |
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UAnimInstance * | GetLayerSubInstanceByClass
(
TSubclassOf< UAnimInstance > InClass |
|
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UAnimInstance * | GetLayerSubInstanceByGroup
(
FName InGroup |
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UAnimInstance * | GetLinkedAnimGraphInstanceByTag
(
FName InTag |
Runs through all nodes, attempting to find the first linked instance by name/tag |
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void | GetLinkedAnimGraphInstancesByTag
(
FName InTag, |
Runs through all nodes, attempting to find all linked instances that match the name/tag |
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UAnimInstance * | GetLinkedAnimLayerInstanceByClass
(
TSubclassOf< UAnimInstance > InClass, |
Gets the first layer linked instance corresponding to the specified class, optionally if bCheckForChildClass is true, it will check IsChildOf on InClass. |
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UAnimInstance * | GetLinkedAnimLayerInstanceByGroup
(
FName InGroup |
Gets the layer linked instance corresponding to the specified group |
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UAnimInstance * | GetLinkedAnimLayerInstanceByGroupAndClass
(
FName InGroup, |
Gets layer linked instance that matches group and class |
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void | GetLinkedAnimLayerInstancesByGroup
(
FName InGroup, |
Runs through all nodes, attempting to find all distinct layer linked instances in the group |
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FAnimNode_LinkedInputPose * | GetLinkedInputPoseNode
(
FName InSubInput, |
Get a linked input pose node by name, given a named graph. |
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int32 | GetLODLevel () |
Get the 'animation' LOD level, which by default is the PredictedLODLevel of this anim instance's skeletal mesh component. |
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const FBakedAnimationStateMachine * | GetMachineDescription
(
IAnimClassInterface* AnimBlueprintClass, |
Get the machine description for the specified instance. |
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FAnimMontageInstance * | GetMontageInstanceForID
(
int32 MontageInstanceID |
Get the FAnimMontageInstance currently running that matches this ID. |
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TArray< FAnimNode_AssetPlayerBase * > | GetMutableInstanceAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph |
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TArray< FAnimNode_AssetPlayerRelevancyBase * > | GetMutableInstanceRelevantAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerRelevancyBase class within the specified (named) Animation Graph |
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AActor * | Returns the owning actor of this AnimInstance | |
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USkeletalMeshComponent * | Returns the skeletal mesh component that has created this AnimInstance. | |
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const FPoseSnapshot * | GetPoseSnapshot
(
FName SnapshotName |
Get a cached pose snapshot by name |
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bool | Get whether to propagate notifies to any linked anim instances | |
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T & | Access the proxy but block if a task is currently in progress (and we are on the game thread) as it wouldn't be safe to access it | |
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const T & | Access the proxy but block if a task is currently in progress (and we are on the game thread) as it wouldn't be safe to access it | |
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T & | Access the proxy but block if a task is currently in progress as it wouldn't be safe to access it | |
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const T & | Access the proxy but block if a task is currently in progress as it wouldn't be safe to access it | |
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T * | GetProxyOnGameThreadStatic
(
UAnimInstance* InAnimInstance |
Access the proxy but block if a task is currently in progress as it wouldn't be safe to access it This is protected static member for allowing derived to access |
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bool | Get whether to process notifies from any linked anim instances | |
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float | GetRelevantAnimLength
(
int32 MachineIndex, |
Get the length in seconds of the most relevant animation in the source state |
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float | GetRelevantAnimTime
(
int32 MachineIndex, |
Get the current accumulated time in seconds for the most relevant animation in the source state |
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float | GetRelevantAnimTimeFraction
(
int32 MachineIndex, |
Get the current accumulated time as a fraction of the length of the most relevant animation in the source state |
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float | GetRelevantAnimTimeRemaining
(
int32 MachineIndex, |
Get the time remaining in seconds for the most relevant animation in the source state |
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float | GetRelevantAnimTimeRemainingFraction
(
int32 MachineIndex, |
Get the time remaining as a fraction of the duration for the most relevant animation in the source state |
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const FAnimNode_AssetPlayerBase * | GetRelevantAssetPlayerFromState
(
int32 MachineIndex, |
Gets the most relevant asset player in a specified state |
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const FAnimNode_AssetPlayerRelevancyBase * | GetRelevantAssetPlayerInterfaceFromState
(
int32 MachineIndex, |
Gets the most relevant asset player in a specified state |
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const FBoneContainer & | ||
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FBoneContainer & | Access the required bones array | |
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const FBoneContainer & | ||
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FAnimMontageInstance * | Root Motion. | |
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USkeletalMeshComponent * | ||
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float | GetSlotMontageGlobalWeight
(
const FName& SlotNodeName |
Get Global weight of any montages this slot node is playing. |
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float | GetSlotMontageLocalWeight
(
const FName& SlotNodeName |
Get local weight of any montages this slot node is playing. |
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float | GetSlotNodeGlobalWeight
(
const FName& SlotNodeName |
Get global weight in AnimGraph for this slot node. |
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int32 | GetStateMachineIndex
(
FName MachineName |
Gets the index of the state machine matching MachineName |
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void | GetStateMachineIndexAndDescription
(
FName InMachineName, |
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const FAnimNode_StateMachine * | GetStateMachineInstance
(
int32 MachineIndex |
Gets the runtime instance of the specified state machine |
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const FBakedAnimationStateMachine * | GetStateMachineInstanceDesc
(
FName MachineName |
Gets the runtime instance desc of the state machine specified by name |
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const FAnimNode_StateMachine * | GetStateMachineInstanceFromName
(
FName MachineName |
Gets the runtime instance of the specified state machine by Name |
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FAnimNode_LinkedInputPose * | GetSubInputNode
(
FName InSubInput, |
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UAnimInstance * | GetSubInstanceByTag
(
FName InTag |
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void | GetSubInstancesByTag
(
FName InTag, |
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SubsystemType & | GetSubsystem () |
Get a subsystem's instance-resident data. If no subsystem of the type exists this will assert. |
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int32 | GetSyncGroupIndexFromName
(
FName SyncGroupName |
Returns the baked sync group index from the compile step |
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const TMap< FName, FAnimGroupInstance > & | Get the sync group we are currently reading from | |
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FMarkerSyncAnimPosition | GetSyncGroupPosition
(
FName InSyncGroupName |
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bool | GetTimeToClosestMarker
(
FName SyncGroup, |
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const TArray< FAnimTickRecord > & | Get the ungrouped active player we are currently reading from | |
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const FGraphTraversalCounter & | Access a read only version of the Updater Counter from the AnimInstanceProxy on the GameThread. | |
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UWorld * | GetWorld () |
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void | HandleExistingParallelEvaluationTask
(
USkeletalMeshComponent* Component |
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bool | HandleNotify
(
const FAnimNotifyEvent& AnimNotifyEvent |
Implementable custom function to handle notifies |
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void | HandleObjectsReinstanced
(
const TMap< UObject*, UObject* >& OldToNewInstanceMap |
Helper function to handle reinstancing in editor. |
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bool | Check whether we have any active curves | |
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bool | HasMarkerBeenHitThisFrame
(
FName SyncGroup, |
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bool | Check whether we have active morph target curves | |
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bool | HasNativeStateEntryBinding
(
const FName& MachineName, |
Check for whether a native entry delegate is bound to the specified state. |
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bool | HasNativeStateExitBinding
(
const FName& MachineName, |
Check for whether a native exit delegate is bound to the specified state. |
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bool | HasNativeTransitionBinding
(
const FName& MachineName, |
Check for whether a native rule is bound to the specified transition. |
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void | InitializeAnimation
(
bool bInDeferRootNodeInitialization |
Animation phase trigger start with initialize update happens in every tick. |
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void | InitializeGroupedLayers
(
bool bInDeferSubGraphInitialization |
Sets up initial layer groupings |
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bool | Returns true if any montage is playing currently. | |
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bool | Returns true if this anim instance is actively being debugged, false otherwise | |
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bool | IsPlayingSlotAnimation
(
const UAnimSequenceBase* Asset, |
Return true if this instance playing the slot animation, also returning the montage it is playing on |
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bool | IsPlayingSlotAnimation
(
const UAnimSequenceBase* Asset, |
Return true if it's playing the slot animation |
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bool | Is this animation currently running post update | |
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bool | Are we being evaluated on a worker thread. | |
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bool | IsSkeletalMeshComponent
(
const UObject* Object |
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bool | IsSlotActive
(
FName SlotNodeName |
Return true if this instance has an active montage in the given slot. |
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bool | IsSyncGroupBetweenMarkers
(
FName InSyncGroupName, |
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bool | ||
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bool | Is this animation currently running update | |
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bool | ||
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void | LinkAnimClassLayers
(
TSubclassOf< UAnimInstance > InClass |
Runs through all layer nodes, attempting to find layer nodes that are implemented by the specified class, then sets up a linked instance of the class for each. |
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void | LinkAnimGraphByTag
(
FName InTag, |
Runs through all nodes, attempting to find a linked instance by name/tag, then sets the class of each node if the tag matches |
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void | LockAIResources
(
bool bLockMovement, |
Locks indicated AI resources of animated pawn DEPRECATED. Use LockAIResourcesWithAnimation instead |
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void | MakeMontageTickRecord
(
FAnimTickRecord& TickRecord, |
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void | Montage_Advance
(
float DeltaSeconds |
Advance montages |
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FOnMontageBlendingOutStarted * | Montage_GetBlendingOutDelegate
(
UAnimMontage* Montage |
Get pointer to BlendingOutStarted delegate for Montage. |
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float | Montage_GetBlendTime
(
const UAnimMontage* Montage |
Get the current blend time of the Montage. |
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FName | Montage_GetCurrentSection
(
const UAnimMontage* Montage |
Returns the name of the current animation montage section. |
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float | Montage_GetEffectivePlayRate
(
const UAnimMontage* Montage |
Get scaled PlayRate for Montage. |
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FOnMontageEnded * | Montage_GetEndedDelegate
(
UAnimMontage* Montage |
Get pointer to Ended delegate for Montage. |
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bool | Montage_GetIsStopped
(
const UAnimMontage* Montage |
Return true if Montage is not currently active. (not valid or blending out) |
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int32 | Montage_GetNextSectionID
(
const UAnimMontage* Montage, |
Get next sectionID for given section ID |
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float | Montage_GetPlayRate
(
const UAnimMontage* Montage |
Get PlayRate for Montage. |
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float | Montage_GetPosition
(
const UAnimMontage* Montage |
Get Current Montage Position |
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bool | Montage_IsActive
(
const UAnimMontage* Montage |
Returns true if the animation montage is active. |
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bool | Montage_IsPlaying
(
const UAnimMontage* Montage |
Returns true if the animation montage is currently active and playing. |
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void | Montage_JumpToSection
(
FName SectionName, |
Makes a montage jump to a named section. |
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void | Montage_JumpToSectionsEnd
(
FName SectionName, |
Makes a montage jump to the end of a named section. |
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void | Montage_Pause
(
const UAnimMontage* Montage |
Pauses the animation montage. If reference is NULL, it will pause ALL active montages. |
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float | Montage_Play
(
UAnimMontage* MontageToPlay, |
Plays an animation montage. |
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float | Montage_PlayInternal
(
UAnimMontage* MontageToPlay, |
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float | Montage_PlayWithBlendIn
(
UAnimMontage* MontageToPlay, |
Plays an animation montage. |
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float | Montage_PlayWithBlendSettings
(
UAnimMontage* MontageToPlay, |
Plays an animation montage. |
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void | Montage_Resume
(
const UAnimMontage* Montage |
Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages. |
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void | Montage_SetBlendedInDelegate
(
FOnMontageBlendedInEnded& InOnMontageBlendingIn, |
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void | Montage_SetBlendingOutDelegate
(
FOnMontageBlendingOutStarted& InOnMontageBlendingOut, |
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void | Montage_SetEndDelegate
(
FOnMontageEnded& InOnMontageEnded, |
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void | Montage_SetNextSection
(
FName SectionNameToChange, |
Relink new next section AFTER SectionNameToChange in run-time You can link section order the way you like in editor, but in run-time if you'd like to change it dynamically, use this function to relink the next section For example, you can have Start->Loop->Loop->Loop.... |
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void | Montage_SetPlayRate
(
const UAnimMontage* Montage, |
Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate. |
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void | Montage_SetPosition
(
const UAnimMontage* Montage, |
Set position. |
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void | Montage_Stop
(
float InBlendOutTime, |
Stops the animation montage. |
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void | Montage_StopGroupByName
(
float InBlendOutTime, |
Stops all active montages belonging to a group. |
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void | Montage_StopInternal
(
TFunctionRef< FMontageBlendSettings(const FAnimMontageInstance*)> AlphaBlendSelectorFunction, |
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void | Montage_StopWithBlendOut
(
const FAlphaBlendArgs& BlendOut, |
Same as Montage_Stop. |
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void | Montage_StopWithBlendSettings
(
const FMontageBlendSettings& BlendOutSettings, |
Same as Montage_Stop, but all blend settings are provided instead of using the ones on the montage asset |
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void | Montage_UpdateWeight
(
float DeltaSeconds |
Update weight of montages |
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void | MontageSync_Follow
(
const UAnimMontage* MontageFollower, |
Synchronize a montage to another anim instance's montage. Both montages must be playing already |
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void | MontageSync_StopFollowing
(
const UAnimMontage* MontageFollower |
Stop following the montage's leader in this anim instance |
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void | Executed when begin play is called on the owning component. | |
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void | The below functions are the native overrides for each phase Native initialization override point | |
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void | Native Post Evaluate override point. | |
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void | NativeThreadSafeUpdateAnimation
(
float DeltaSeconds |
Native thread safe update override point. |
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void | Native Uninitialize override point. | |
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void | NativeUpdateAnimation
(
float DeltaSeconds |
Native update override point. |
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bool | NeedsUpdate () |
Can does this anim instance need an update (parallel or not)? |
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void | OnMontageInstanceStopped
(
FAnimMontageInstance& StoppedMontageInstance |
|
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void | ||
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void | OnUROPreInterpolation_AnyThread
(
FAnimationEvaluationContext& InOutContext |
Called before URO interpolation is performed. |
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void | Called when skipping an animation update because of URO. | |
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void | OverrideCurveValue
(
FName CurveName, |
Overrides the value of a named curve. Will be reset next evaluation |
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bool | ParallelCanEvaluate
(
const USkeletalMesh* InSkeletalMesh |
Check whether evaluation can be performed on the supplied skeletal mesh. |
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void | ParallelEvaluateAnimation
(
bool bForceRefPose, |
|
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void | ParallelEvaluateAnimation
(
bool bForceRefPose, |
Perform evaluation. Can be called from worker threads. |
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void | Run update animation work on a worker thread | |
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bool | ||
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bool | Warn if AnimNodes are not using fast path during AnimBP compilation. | |
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UAnimMontage * | PlaySlotAnimationAsDynamicMontage
(
UAnimSequenceBase* Asset, |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage. |
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UAnimMontage * | PlaySlotAnimationAsDynamicMontage_WithBlendArgs
(
UAnimSequenceBase* Asset, |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in arguments. |
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UAnimMontage * | PlaySlotAnimationAsDynamicMontage_WithBlendSettings
(
UAnimSequenceBase* Asset, |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in settings. |
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void | ||
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void | Called after updates are completed, dispatches notifies etc. | |
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void | Called on the game thread pre-evaluation. | |
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void | PreUpdateAnimation
(
float DeltaSeconds |
Called to setup for updates |
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void | PreUpdateLinkedInstances
(
float DeltaSeconds |
Called on the game thread before UpdateAnimation is called on linked instances |
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bool | QueryAndMarkTransitionEvent
(
int32 MachineIndex, |
Behaves like QueryTransitionEvent but additionally marks the event for consumption |
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bool | QueryTransitionEvent
(
int32 MachineIndex, |
Returns whether or not the given event transition request has been queued |
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void | QueueMontageBlendedInEvent
(
const FQueuedMontageBlendedInEvent& MontageBlendedInEvent |
Queue a Montage BlendedIn Event to be triggered. |
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void | QueueMontageBlendingOutEvent
(
const FQueuedMontageBlendingOutEvent& MontageBlendingOutEvent |
Queue a Montage BlendingOut Event to be triggered. |
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void | QueueMontageEndedEvent
(
const FQueuedMontageEndedEvent& MontageEndedEvent |
Queue a Montage Ended Event to be triggered. |
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void | QueueRootMotionBlend
(
const FTransform& RootTransform, |
Queue blended root motion. |
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void | Recalculate Required Bones [RequiredBones] Is called when bRequiredBonesUpToDate = false | |
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void | RecalcRequiredCurves
(
const FCurveEvaluationOption& CurveEvalOption |
|
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void | RecalcRequiredCurves
(
const UE::Anim::FCurveFilterSettings& CurveFilterSettings |
Recalculate Required Curves based on Required Bones [RequiredBones] |
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void | RecordMachineWeight
(
const int32 InMachineClassIndex, |
Given a machine index, record a state machine weight for this frame |
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void | RecordStateWeight
(
const int32 InMachineClassIndex, |
Given a machine and state index, record a state weight for this frame |
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void | RefreshCurves
(
USkeletalMeshComponent* Component |
Refresh currently existing curves |
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void | RemoveExternalNotifyHandler
(
UObject* ExternalHandlerObject, |
Other UObjects should call this to remove themselves from the callbacks |
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void | RemovePoseSnapshot
(
FName SnapshotName |
Remove a previously saved pose snapshot from the internal snapshot cache |
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void | RequestMontageInertialization
(
const UAnimMontage* Montage, |
Builds an inertialization request from the montage's group, provided duration and optional blend profile |
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void | RequestMontageInertialization
(
const UAnimMontage* Montage, |
Makes an inertialization request from the montage's group. |
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void | RequestSlotGroupInertialization
(
FName InSlotGroupName, |
Requests an inertial blend during the next anim graph update. |
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bool | RequestTransitionEvent
(
const FName EventName, |
Attempts to queue a transition request, returns true if the request was successful |
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void | ResetDynamics
(
ETeleportType InTeleportType |
Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.) |
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void | ||
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void | SavePoseSnapshot
(
FName SnapshotName |
Takes a snapshot of the current skeletal mesh component pose & saves it internally. |
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void | SetLayerOverlay
(
TSubclassOf< UAnimInstance > InClass |
|
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void | SetMorphTarget
(
FName MorphTargetName, |
Sets a morph target to a certain weight. |
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void | SetPropagateNotifiesToLinkedInstances
(
bool bSet |
Set whether to propagate notifies to any linked anim instances |
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void | SetReceiveNotifiesFromLinkedInstances
(
bool bSet |
Set whether to process notifies from any linked anim instances |
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void | SetRootMotionMode
(
TEnumAsByte< ERootMotionMode::Type > Value |
Set RootMotionMode |
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void | SetSubInstanceClassByTag
(
FName InTag, |
|
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void | SetUseMainInstanceMontageEvaluationData
(
bool bSet |
|
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bool | Should Extract Root Motion or not. Return true if we do. | |
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bool | ShouldTriggerAnimNotifyState
(
const UAnimNotifyState* AnimNotifyState |
Return whether this AnimNotifyState should be triggered |
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void | SnapshotPose
(
UPARAM(ref) FPoseSnapshot& Snapshot |
Takes a snapshot of the current skeletal mesh component pose and saves it to the specified snapshot. |
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void | StopAllMontages
(
float BlendOut |
Stop all montages that are active |
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void | StopAllMontagesByGroupName
(
FName InGroupName, |
Stop all active montages belonging to 'InGroupName' |
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void | StopAllMontagesByGroupName
(
FName InGroupName, |
StopAllMontagesByGroupName needs a BlendMode and BlendProfile to function properly if using non-default ones in your montages. |
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void | StopSlotAnimation
(
float InBlendOutTime, |
Stops currently playing slot animation slot or all |
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void | SwapCurveWithEvaluationContext
(
FAnimationEvaluationContext& InOutContext |
Swap curves out for evaluation |
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void | TriggerAnimNotifies
(
float DeltaSeconds |
Trigger AnimNotifies |
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void | TriggerSingleAnimNotify
(
FAnimNotifyEventReference& EventReference |
Trigger an AnimNotify using an EventReference that provide context used in derived notify events |
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void | TriggerSingleAnimNotify
(
const FAnimNotifyEvent* AnimNotifyEvent |
Trigger an AnimNotify. Note that this version does not provide any context for the event |
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APawn * | ||
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void | ||
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void | UnlinkAnimClassLayers
(
TSubclassOf< UAnimInstance > InClass |
Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. |
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void | UnlockAIResources
(
bool bUnlockMovement, |
Unlocks indicated AI resources of animated pawn. |
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void | UpdateAnimation
(
float DeltaSeconds, |
Update Animation code-paths, updates and advances animation state, returns whether or not the actual update should have been called immediately |
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void | UpdateCurves
(
const FBlendedHeapCurve& InCurves |
Update all internal curves from Blended Curve |
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void | Update curves once evaluation has taken place. Mostly pushes curves to materials/morphs | |
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void | UpdateCurvesToComponents
(
USkeletalMeshComponent* Component |
Update animation curves to component |
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void | UpdateCurvesToEvaluationContext
(
const FAnimationEvaluationContext& InOutContext |
Pushes blended heap curve to output curves in the proxy using required bones cached data |
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void | Updates the montage data used for evaluation based on the current playing montages. | |
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bool | Returns true if a snapshot is being played back and the remainder of Update should be skipped. | |
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bool | WasAnimNotifyNameTriggeredInAnyState
(
FName NotifyName |
Get whether the animation notify with the specified name triggered last tick. |
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bool | WasAnimNotifyNameTriggeredInSourceState
(
int32 MachineIndex, |
Get whether the most relevant animation triggered the animation notify with the specified name last tick.. |
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bool | WasAnimNotifyNameTriggeredInStateMachine
(
int32 MachineIndex, |
Get whether the given state machine triggered the animation notify with the specified name last tick. |
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bool | WasAnimNotifyStateActiveInAnyState
(
TSubclassOf< UAnimNotifyState > AnimNotifyStateType |
Get whether a particular notify state was active in any state machine last tick. |
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bool | WasAnimNotifyStateActiveInSourceState
(
int32 MachineIndex, |
Get whether a particular notify state is active in a specific state last tick. |
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bool | WasAnimNotifyStateActiveInStateMachine
(
int32 MachineIndex, |
Get whether a particular notify state is active in a specific state machine last tick. |
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bool | WasAnimNotifyTriggeredInAnyState
(
TSubclassOf< UAnimNotify > AnimNotifyType |
Get whether an animation notify of a given type was triggered last tick. |
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bool | WasAnimNotifyTriggeredInSourceState
(
int32 MachineIndex, |
Get whether the most relevant animation was in a particular notify state last tick. |
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bool | WasAnimNotifyTriggeredInStateMachine
(
int32 MachineIndex, |
Get whether a particular notify type was active in a specific state machine last tick. |
Overridden from UObject
Type | Name | Description | |
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void | BeginDestroy () |
Called before destroying the object. |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | Handles reading, writing, and reference collecting using FArchive. |
Enums
Type | Name | Description | |
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EUpdateAnimationFlag | Flag passed to UpdateAnimation, determines the path we follow |
Typedefs
Name | Description |
---|---|
ProxyType |