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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UCachedAnimDataLibrary
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Animation/CachedAnimDataLibrary.h |
| Include | #include "Animation/CachedAnimDataLibrary.h" |
Syntax
UCLASS (Meta=(ScriptName="CachedAnimDataLibrary"), MinimalAPI)
class UCachedAnimDataLibrary : public UBlueprintFunctionLibrary
Remarks
A library of commonly used functionality from the CachedAnimData family, exposed to blueprint.
Constructors
| Type | Name | Description | |
|---|---|---|---|
UCachedAnimDataLibrary
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| float | StateMachine_GetAssetPlayerTime
(
UAnimInstance* InAnimInstance, |
Gets the accumulated time, in seconds, of the asset player in the specified state. Assumes only one player in the state (specified in the provided FCachedAnimAssetPlayerData) | |
| float | StateMachine_GetAssetPlayerTimeRatio
(
UAnimInstance* InAnimInstance, |
Gets the accumulated time, as a fraction, of the asset player in the specified state. Assumes only one player in the state (specified in the provided FCachedAnimAssetPlayerData) | |
| float | StateMachine_GetCrossfadeDuration
(
UAnimInstance* InAnimInstance, |
Gets the crossfade duration of the transition between the two input states. If multiple transition rules exist, the first will be returned (specified in the provided FCachedAnimTransitionData) | |
| float | StateMachine_GetGlobalWeight
(
UAnimInstance* InAnimInstance, |
Returns the weight of a state, relative to the graph (specified in the provided FCachedAnimStateData) | |
| float | StateMachine_GetLocalWeight
(
UAnimInstance* InAnimInstance, |
Returns the weight of a state, relative to its state machine (specified in the provided FCachedAnimStateData) | |
| float | StateMachine_GetRelevantAnimTime
(
UAnimInstance* InAnimInstance, |
Gets the accumulated time, in seconds, of the most relevant asset player in the specified state (specified in the provided FCachedAnimRelevancyData) | |
| float | StateMachine_GetRelevantAnimTimeRemaining
(
UAnimInstance* InAnimInstance, |
Gets the time to the end of the asset, in seconds, of the most relevant asset player in the specified state (specified in the provided FCachedAnimRelevancyData) | |
| float | StateMachine_GetRelevantAnimTimeRemainingFraction
(
UAnimInstance* InAnimInstance, |
Gets the time to the end of the asset, as a fraction, of the most relevant asset player in the specified state (specified in the provided FCachedAnimRelevancyData) | |
| float | StateMachine_GetTotalWeight
(
UAnimInstance* InAnimInstance, |
Returns the summed weight of a state or states, relative to their state machine (specified in the provided FCachedAnimStateArray) | |
| bool | StateMachine_IsFullWeight
(
UAnimInstance* InAnimInstance, |
Returns true when the weight of the input state (or summed weight for multiple input states) is 1.0 of greater (specified in the provided FCachedAnimStateArray) | |
| bool | StateMachine_IsRelevant
(
UAnimInstance* InAnimInstance, |
Returns true when the input state, or states, have any weight (specified in the provided FCachedAnimStateArray) | |
| bool | StateMachine_IsStateRelevant
(
UAnimInstance* InAnimInstance, |
Returns whether a state is relevant (specified in the provided FCachedAnimStateData) |