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This structure is used to either advance or synchronize animation players.
| Name | FAnimAssetTickContext |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimationAsset.h |
| Include Path | #include "Animation/AnimationAsset.h" |
Syntax
struct FAnimAssetTickContext
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimAssetTickContext
(
float InDeltaTime, |
Animation/AnimationAsset.h | ||
FAnimAssetTickContext
(
float InDeltaTime, |
Animation/AnimationAsset.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MarkerTickContext | FMarkerTickContext | Animation/AnimationAsset.h | ||
| RootMotionMode | ERootMotionMode::Type | The root motion mode of the owning AnimInstance. | Animation/AnimationAsset.h | |
| RootMotionMovementParams | FRootMotionMovementParams | Root Motion accumulated from this tick context. | Animation/AnimationAsset.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimLengthRatio | float | Float in 0 - 1 range representing how far through an animation we are. | Animation/AnimationAsset.h | |
| bIsLeader | bool | Animation/AnimationAsset.h | ||
| bIsMarkerPositionValid | bool | Animation/AnimationAsset.h | ||
| bOnlyOneAnimationInGroup | bool | Animation/AnimationAsset.h | ||
| bResyncToSyncGroup | bool | True if the asset player being ticked should (re)synchronize to the sync group's time (eg: it was inactive and has now reactivated) | Animation/AnimationAsset.h | |
| DeltaTime | float | Animation/AnimationAsset.h | ||
| LeaderDelta | float | Animation/AnimationAsset.h | ||
| PreviousAnimLengthRatio | float | Float in 0 - 1 range representing how far through an animation we were before ticking. | Animation/AnimationAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanUseMarkerPosition() |
Animation/AnimationAsset.h | ||
void ConvertToFollower() |
Animation/AnimationAsset.h | ||
float GetAnimationPositionRatio() |
Returns the synchronization point (normalized time) | Animation/AnimationAsset.h | |
float GetDeltaTime() |
Return the delta time of the tick. | Animation/AnimationAsset.h | |
float GetLeaderDelta() |
Animation/AnimationAsset.h | ||
float GetPreviousAnimationPositionRatio() |
Returns the previous synchronization point (normalized time) | Animation/AnimationAsset.h | |
void InvalidateMarkerSync() |
Animation/AnimationAsset.h | ||
bool IsFollower() |
Animation/AnimationAsset.h | ||
bool IsLeader() |
Are we the leader of our sync group (or ungrouped)? | Animation/AnimationAsset.h | |
bool IsSingleAnimationContext() |
Animation/AnimationAsset.h | ||
void SetAnimationPositionRatio
(
float NormalizedTime |
Animation/AnimationAsset.h | ||
void SetLeaderDelta
(
float InLeaderDelta |
Animation/AnimationAsset.h | ||
void SetPreviousAnimationPositionRatio
(
float NormalizedTime |
Animation/AnimationAsset.h | ||
void SetResyncToSyncGroup
(
bool bInResyncToSyncGroup |
Animation/AnimationAsset.h | ||
bool ShouldGenerateNotifies() |
Animation/AnimationAsset.h | ||
bool ShouldResyncToSyncGroup() |
Should we resync to the sync group this tick (eg: when initializing or resuming from zero weight)? | Animation/AnimationAsset.h |