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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAnimInstance
- UAnimSingleNodeInstance
- UAnimPreviewInstance
- UIKRetargetAnimInstance
- UIKRigAnimInstance
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimSingleNodeInstance.h |
Include | #include "Animation/AnimSingleNodeInstance.h" |
Syntax
class UAnimSingleNodeInstance : public UAnimInstance
Variables
Type | Name | Description | |
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TObjectPtr< class UAnimationAsset > | CurrentAsset | Current Asset being played |
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FPostEvaluateAnimEvent | PostEvaluateAnimEvent |
Constructors
Type | Name | Description | |
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UAnimSingleNodeInstance
(
const FObjectInitializer& ObjectInitializer |
Destructors
Type | Name | Description | |
---|---|---|---|
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PRAGMA_DISABLE_DEPRECATION_WARNINGS | Disable compiler-generated deprecation warnings by implementing our own destructor. |
Functions
Type | Name | Description | |
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UAnimationAsset * | Get the currently used asset | |
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void | GetBlendSpaceState
(
FVector& OutPosition, |
Gets the current state of any BlendSpace |
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UAnimationAsset * | Get the currently playing asset. Can return NULL | |
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float | Get the current playback time | |
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FVector | Get the last filter output | |
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float | GetLength () |
|
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const UMirrorDataTable * | ||
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float | GetPlayRate () |
Get the current play rate multiplier |
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bool | IsLooping () |
Check whether we are currently looping |
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bool | IsPlaying () |
Check whether we are currently playing |
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bool | IsReverse () |
Check whether we are currently playing in reverse |
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void | PlayAnim
(
bool bIsLooping, |
For AnimSequence specific |
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void | RestartMontage
(
UAnimMontage* Montage, |
Custom evaluate pose |
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void | SetAnimationAsset
(
UAnimationAsset* NewAsset, |
Set New Asset - calls InitializeAnimation, for now we need MeshComponent |
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void | SetBlendSpacePosition
(
const FVector& InPosition |
|
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void | SetLooping
(
bool bIsLooping |
|
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void | SetMirrorDataTable
(
const UMirrorDataTable* MirrorDataTable |
|
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void | SetMontageLoop
(
UAnimMontage* Montage, |
Public name, available to the world. |
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void | SetMontagePreviewSlot
(
FName PreviewSlot |
Set the montage slot to preview |
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void | SetPlaying
(
bool bIsPlaying |
|
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void | SetPlayRate
(
float InPlayRate |
|
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void | SetPosition
(
float InPosition, |
|
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void | SetPositionWithPreviousTime
(
float InPosition, |
|
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void | SetPreviewCurveOverride
(
const FName& PoseName, |
Set pose value |
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void | SetReverse
(
bool bInReverse |
|
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void | StepBackward () |
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void | StepForward () |
AnimSequence specific |
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void | StopAnim () |
|
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void | UpdateBlendspaceSamples
(
FVector InBlendInput |
Updates the blendspace samples list in the case of our asset being a blendspace |
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void | UpdateMontageWeightForTimeSkip
(
float TimeDifference |
Updates montage weights based on a jump in time (as this wont be handled by SetPosition) |
Overridden from UAnimInstance
Type | Name | Description | |
---|---|---|---|
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FAnimInstanceProxy * | Override point for derived classes to create their own proxy objects (allows custom allocation) | |
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void | Montage_Advance
(
float DeltaSeconds |
Advance montages |
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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 | OnMontageInstanceStopped
(
FAnimMontageInstance& StoppedMontageInstance |