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| Name | UAnimInstance |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimInstance.h |
| Include Path | #include "Animation/AnimInstance.h" |
Syntax
UCLASS (Transient, Blueprintable, HideCategories=AnimInstance, BlueprintType,
Within=SkeletalMeshComponent, MinimalAPI)
class UAnimInstance : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimInstance
Derived Classes
UAnimInstance derived class hierarchy
- UAnimPreviewAttacheInstance
- UAnimSequencerInstance
- UAnimSingleNodeInstance
- UControlRigAnimInstance
- UControlRigLayerInstance
- ULiveLinkInstance
- UModularVehicleAnimationInstance
- USequencerMixedAnimInstance
- UVehicleAnimationInstance
- UAnimSharingAdditiveInstance
- UAnimSharingStateInstance
- UAnimSharingTransitionInstance
- URetargetAnimInstance
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimInstance
(
const FObjectInitializer& ObjectInitializer |
Animation/AnimInstance.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UAnimInstance() |
Animation/AnimInstance.h |
Structs
| Name | Remarks |
|---|---|
| FQueuedRootMotionBlend | Temporarily queued root motion blend |
Enums
Public
| Name | Remarks |
|---|---|
| EUpdateAnimationFlag | Flag passed to UpdateAnimation, determines the path we follow |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ProxyType | FAnimInstanceProxy | Animation/AnimInstance.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveAnimNotifyEventReference | TArray< FAnimNotifyEventReference > | Animation/AnimInstance.h |
|
|
| ActiveAnimNotifyState | TArray< FAnimNotifyEvent > | 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. | Animation/AnimInstance.h |
|
| bCreatedByLinkedAnimGraph | uint8 | Flag to check if created by LinkedAnimGraph in ReinitializeLinkedAnimInstance | Animation/AnimInstance.h | |
| bNeedsUpdate | uint8 | Flag to check back on the game thread that indicates we need to run PostUpdateAnimation() in the post-eval call | Animation/AnimInstance.h | |
| bPropagateNotifiesToLinkedInstances | uint8 | Whether to propagate notifies to any linked anim instances | Animation/AnimInstance.h |
|
| bReceiveNotifiesFromLinkedInstances | uint8 | Whether to process notifies from any linked anim instances | Animation/AnimInstance.h |
|
| bUseMainInstanceMontageEvaluationData | uint8 | If true, linked instances will use the main instance's montage data. | Animation/AnimInstance.h |
|
| bUseMultiThreadedAnimationUpdate | uint8 | Allows this anim instance to update its native update, blend tree, montages and asset players on a worker thread. | Animation/AnimInstance.h |
|
| bUsingCopyPoseFromMesh | uint8 | If this AnimInstance has nodes using 'CopyPoseFromMesh' this will be true. | Animation/AnimInstance.h |
|
| CurrentLifeTimerScrubPosition | double | Current scrubbing playback position (only used when debugging in Persona) | Animation/AnimInstance.h | |
| CurrentSkeleton | TObjectPtr< USkeleton > | This is used to extract animation. If Mesh exists, this will be overwritten by Mesh->Skeleton | Animation/AnimInstance.h |
|
| DebugDataCounter | FGraphTraversalCounter | Animation/AnimInstance.h | ||
| LifeTimer | double | Maximum playback position ever reached (only used when debugging in Persona) | Animation/AnimInstance.h | |
| MontageInstances | TArray< struct FAnimMontageInstance * > | AnimMontage instances that are running currently | Animation/AnimInstance.h | |
| NotifyQueue | FAnimNotifyQueue | Animation Notifies that has been triggered in the latest tick | Animation/AnimInstance.h |
|
| OnAllMontageInstancesEnded | FOnAllMontageInstancesEndedMCDelegate | Called when all Montage instances have ended. | Animation/AnimInstance.h |
|
| OnMontageBlendedIn | FOnMontageBlendedInEndedMCDelegate | Called when a montage finishes blending in | Animation/AnimInstance.h |
|
| OnMontageBlendingOut | FOnMontageBlendingOutStartedMCDelegate | Called when a montage starts blending out, whether interrupted or finished | Animation/AnimInstance.h |
|
| OnMontageEnded | FOnMontageEndedMCDelegate | Called when a montage has ended, whether interrupted or finished | Animation/AnimInstance.h |
|
| OnMontageSectionChanged | FOnMontageSectionChangedMCDelegate | Called when a montage section changes | Animation/AnimInstance.h |
|
| OnMontageStarted | FOnMontageStartedMCDelegate | Called when a montage has started | Animation/AnimInstance.h |
|
| OnPlayMontageNotifyBegin | FPlayMontageAnimNotifyDelegate | Called when a montage hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' begin | Animation/AnimInstance.h | |
| OnPlayMontageNotifyEnd | FPlayMontageAnimNotifyDelegate | Called when a montage hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' end | Animation/AnimInstance.h | |
| PendingDynamicResetTeleportType | ETeleportType | Pending teleport type, set in ResetDynamics and cleared in UpdateAnimation | Animation/AnimInstance.h | |
| PostCompileValidationClassName | FSoftClassPath | Name of Class to do Post Compile Validation. See Class UAnimBlueprintPostCompileValidation. | Animation/AnimInstance.h | |
| RootMotionMode | TEnumAsByte< ERootMotionMode::Type > | Sets where this blueprint pulls Root Motion from. | Animation/AnimInstance.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInitializing | uint8 | Guard flag used for checking whether we are in user callbacks for initialization | Animation/AnimInstance.h | |
| bPostUpdatingAnimation | bool | Used to guard against recursive calls to UpdateAnimation | Animation/AnimInstance.h | |
| bQueueMontageEvents | uint8 | True when Montages are being ticked, and Montage Events should be queued. | Animation/AnimInstance.h |
|
| bUninitialized | uint8 | Flag used to query if the animation instance has been uninitialized via UninitializeAnimation() call. | Animation/AnimInstance.h | |
| bUpdateAnimationEnabled | uint8 | Should UpdateAnimation be called. | Animation/AnimInstance.h | |
| bUpdatingAnimation | bool | Used to guard against recursive calls to UpdateAnimation | Animation/AnimInstance.h | |
| ExternalNotifyHandlers | TMap< FName, FSimpleMulticastDelegate > | Animation/AnimInstance.h | ||
| ExtractedRootMotion | FRootMotionMovementParams | Root motion read from proxy (where it is calculated) and stored here to avoid potential stalls by calling GetProxyOnGameThread. | Animation/AnimInstance.h | |
| LastMontageFlushFrame | uint32 | Used to prevent indefinitely flushing montages on a single frame. | Animation/AnimInstance.h | |
| QueuedMontageBlendedInEvents | TArray< FQueuedMontageBlendedInEvent > | Queued Montage BlendedIn events. | Animation/AnimInstance.h | |
| QueuedMontageBlendingOutEvents | TArray< FQueuedMontageBlendingOutEvent > | Queued Montage BlendingOut events. | Animation/AnimInstance.h | |
| QueuedMontageEndedEvents | TArray< FQueuedMontageEndedEvent > | Queued Montage Ended Events | Animation/AnimInstance.h | |
| QueuedMontageSectionChangedEvents | TArray< FQueuedMontageSectionChangedEvent > | Queued Montage Section Changed Events | Animation/AnimInstance.h | |
| RootMotionBlendQueue | TArray< FQueuedRootMotionBlend > | Blend queue for blended root motion. | Animation/AnimInstance.h | |
| RootMotionMontageInstance | FAnimMontageInstance * | Active Root Motion Montage Instance, if any. | Animation/AnimInstance.h | |
| SlotWeightTracker | TMap< FName, FMontageActiveSlotTracker > | Animation/AnimInstance.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddCurveValue
(
const FName& CurveName, |
Add curve float data, using a curve name. | Animation/AnimInstance.h | |
void AddCurveValue
(
const FSmartNameMapping& Mapping, |
Animation/AnimInstance.h | ||
void AddCurveValue
(
const SmartName::UID_Type Uid, |
Animation/AnimInstance.h | ||
| Allows other UObjects to bind custom event notifies similarly to the AnimBP | Animation/AnimInstance.h | ||
| Sets up a native state entry delegate from state with StateName, in the state machine with name MachineName. | Animation/AnimInstance.h | ||
| Sets up a native state exit delegate from state with StateName, in the state machine with name MachineName. | Animation/AnimInstance.h | ||
void AddNativeTransitionBinding
(
const FName& MachineName, |
Sets up a native transition delegate between states with PrevStateName and NextStateName, in the state machine with name MachineName. | Animation/AnimInstance.h | |
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) | Animation/AnimInstance.h | |
void AppendAnimationCurveList
(
EAnimCurveType Type, |
Append the type of curve to the OutCurveList specified by Curve Flags | Animation/AnimInstance.h | |
virtual void ApplyAnimOverridesToCDO
(
FCompilerResultsLog& MessageLog |
Called on the newly created CDO during anim blueprint compilation to allow subclasses a chance to replace animations (experimental) | Animation/AnimInstance.h | |
UAnimInstance * Blueprint_GetMainAnimInstance() |
Get the 'main' anim instance, i.e. the one that is hosted on the skeletal mesh component | Animation/AnimInstance.h |
|
float Blueprint_GetSlotMontageLocalWeight
(
FName SlotNodeName |
Get local weight of any montages this slot node is playing. | Animation/AnimInstance.h |
|
void BlueprintBeginPlay() |
Executed when begin play is called on the owning component | Animation/AnimInstance.h |
|
void BlueprintInitializeAnimation() |
Executed when the Animation is initialized | Animation/AnimInstance.h |
|
void BlueprintLinkedAnimationLayersInitialized() |
Executed when the all Linked Animation Layers are initialized | Animation/AnimInstance.h |
|
void BlueprintPostEvaluateAnimation() |
Executed after the Animation is evaluated | Animation/AnimInstance.h |
|
void BlueprintThreadSafeUpdateAnimation
(
float DeltaTime |
Executed when the Animation Blueprint is updated on a worker thread, just prior to graph update | Animation/AnimInstance.h |
|
void BlueprintUpdateAnimation
(
float DeltaTimeX |
Executed when the Animation is updated | Animation/AnimInstance.h |
|
float CalcSlotMontageLocalWeight
(
const FName& SlotNodeName |
Get local weight of any montages this slot is playing. | Animation/AnimInstance.h | |
float CalculateDirection
(
const FVector& Velocity, |
Animation/AnimInstance.h |
|
|
virtual bool CanRunParallelWork() |
Can this animation instance run Update or Evaluation work in parallel. | Animation/AnimInstance.h | |
bool CanTransitionSignature() |
Animation/AnimInstance.h | ||
void ClearAllTransitionEvents() |
Removes all queued transition requests | Animation/AnimInstance.h |
|
void ClearLayerOverlay
(
TSubclassOf< UAnimInstance > InClass |
Animation/AnimInstance.h | ||
void ClearMontageInstanceReferences
(
FAnimMontageInstance& InMontageInstance |
Animation/AnimInstance.h | ||
void ClearMorphTargets() |
Clears the current morph targets. | Animation/AnimInstance.h |
|
void ClearQueuedAnimEvents
(
bool bShouldUpdateActiveAnimNotifiesSinceLastTick |
Clear AnimEvents (AnimNotifies, Montage Events) queued. | Animation/AnimInstance.h | |
void ClearTransitionEvents
(
const FName EventName |
Removes all queued transition requests with the given event name | Animation/AnimInstance.h |
|
| Flush completed montages when animation tick is paused. | Animation/AnimInstance.h | ||
FRootMotionMovementParams ConsumeExtractedRootMotion
(
float Alpha |
Get current accumulated root motion, removing it from the AnimInstance in the process | Animation/AnimInstance.h | |
void CopyCurveValues
(
const UAnimInstance& InSourceInstance |
Copy curves from external source | Animation/AnimInstance.h | |
void DispatchQueuedAnimEvents() |
Dispatch AnimEvents (AnimNotifies, Montage Events) queued during UpdateAnimation() | Animation/AnimInstance.h | |
void DisplayDebug
(
UCanvas* Canvas, |
Debug output for this anim instance. Info for SyncGroups, Graph, Montages, etc. | Animation/AnimInstance.h | |
virtual void DisplayDebugInstance
(
FDisplayDebugManager& DisplayDebugManager, |
Display debug info about AnimInstance. Can be overridden to add custom info from child classes. | Animation/AnimInstance.h | |
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. | Animation/AnimInstance.h |
|
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. | Animation/AnimInstance.h | |
void EndNotifyStates() |
Triggers end on active notify states and clears the array | Animation/AnimInstance.h | |
SubsystemType * FindSubsystem () |
Get a subsystem's instance-resident data. If no subsystem of the type exists this will return nullptr. | Animation/AnimInstance.h | |
FAnimSubsystemInstance * FindSubsystem
(
UScriptStruct* InSubsystemType |
Find a subsystem's instance-resident data. | Animation/AnimInstance.h | |
void GatherDebugData
(
FNodeDebugData& DebugData |
Gather debug data from this instance proxy and the blend tree for display | Animation/AnimInstance.h | |
void GetActiveCurveNames
(
EAnimCurveType CurveType, |
This returns last up-to-date list of active curve names | Animation/AnimInstance.h |
|
FAnimMontageInstance * GetActiveInstanceForMontage
(
const UAnimMontage* Montage |
Get Active FAnimMontageInstance for given Montage asset. | Animation/AnimInstance.h | |
| Get Currently active montage instance. | Animation/AnimInstance.h | ||
void GetAllCurveNames
(
TArray< FName >& OutNames |
This returns all curve names. | Animation/AnimInstance.h |
|
const TMap< FName, float > & GetAnimationCurveList
(
EAnimCurveType Type |
Return the list of curves that are specified by type | Animation/AnimInstance.h | |
void GetAnimationCurveList
(
EAnimCurveType Type, |
Animation/AnimInstance.h | ||
const TMap< FName, float > & GetAnimationCurves
(
EAnimCurveType InCurveType |
Get the current value of all animation curves | Animation/AnimInstance.h | |
const UBlendProfile * GetBlendProfileByName
(
FName InBlendProfileName |
Returns a blend profile by name from our current skeleton. Null if not found. | Animation/AnimInstance.h |
|
| Get a current Active Montage in this AnimInstance. | Animation/AnimInstance.h |
|
|
FName GetCurrentStateName
(
int32 MachineIndex |
Returns the name of a currently active state in a state machine. | Animation/AnimInstance.h |
|
bool GetCurveValue
(
FName CurveName, |
Returns value of named curved in OutValue, returns whether the curve was actually found or not. | Animation/AnimInstance.h | |
float GetCurveValue
(
FName CurveName |
Returns the value of a named curve. | Animation/AnimInstance.h |
|
bool GetCurveValueWithDefault
(
FName CurveName, |
Returns whether a named curve was found, its value, and a default value when it's not found. | Animation/AnimInstance.h |
|
float GetDeltaSeconds() |
Get the current delta time | Animation/AnimInstance.h |
|
int32 GetInstanceAssetPlayerIndex
(
FName MachineName, |
Get the index of the specified instance asset player. | Animation/AnimInstance.h | |
float GetInstanceAssetPlayerLength
(
int32 AssetPlayerIndex |
NOTE: Derived anim getters | Animation/AnimInstance.h |
|
TArray< const FAnimNode_AssetPlayerBase * > GetInstanceAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph | Animation/AnimInstance.h | |
float GetInstanceAssetPlayerTime
(
int32 AssetPlayerIndex |
Get the current accumulated time in seconds for an asset player node | Animation/AnimInstance.h |
|
float GetInstanceAssetPlayerTimeFraction
(
int32 AssetPlayerIndex |
Get the current accumulated time as a fraction for an asset player node | Animation/AnimInstance.h |
|
float GetInstanceAssetPlayerTimeFromEnd
(
int32 AssetPlayerIndex |
Get the time in seconds from the end of an animation in an asset player node | Animation/AnimInstance.h |
|
float GetInstanceAssetPlayerTimeFromEndFraction
(
int32 AssetPlayerIndex |
Get the time as a fraction of the asset length of an animation in an asset player node | Animation/AnimInstance.h |
|
float GetInstanceCurrentStateElapsedTime
(
int32 MachineIndex |
Get the current elapsed time of a state within the specified state machine | Animation/AnimInstance.h |
|
FAnimMontageInstance * GetInstanceForMontage
(
const UAnimMontage* Montage |
Get FAnimMontageInstance for given Montage asset (even when blending out). | Animation/AnimInstance.h | |
float GetInstanceMachineWeight
(
int32 MachineIndex |
Get the blend weight of a specified state machine | Animation/AnimInstance.h |
|
TArray< const FAnimNode_AssetPlayerRelevancyBase * > GetInstanceRelevantAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes implementing FAnimNode_AssetPlayerRelevancyBase within the specified (named) Animation Graph | Animation/AnimInstance.h | |
float GetInstanceStateWeight
(
int32 MachineIndex, |
Get the blend weight of a specified state | Animation/AnimInstance.h |
|
float GetInstanceTransitionCrossfadeDuration
(
int32 MachineIndex, |
Get the crossfade duration of a specified transition | Animation/AnimInstance.h |
|
float GetInstanceTransitionTimeElapsed
(
int32 MachineIndex, |
Get the elapsed time in seconds of a specified transition | Animation/AnimInstance.h |
|
float GetInstanceTransitionTimeElapsedFraction
(
int32 MachineIndex, |
Get the elapsed time as a fraction of the crossfade duration of a specified transition | Animation/AnimInstance.h |
|
uint32 GetLastMontageFlushFrame() |
Gets the last frame any completed montages where flushed. Only important if a.Montage.FlushCompletedMontagesOnPlay is enabled. | Animation/AnimInstance.h | |
UAnimInstance * GetLayerSubInstanceByClass
(
TSubclassOf< UAnimInstance > InClass |
Animation/AnimInstance.h | ||
UAnimInstance * GetLayerSubInstanceByGroup
(
FName InGroup |
Animation/AnimInstance.h | ||
UAnimInstance * GetLinkedAnimGraphInstanceByTag
(
FName InTag |
Runs through all nodes, attempting to find the first linked instance by name/tag | Animation/AnimInstance.h |
|
void GetLinkedAnimGraphInstancesByTag
(
FName InTag, |
Runs through all nodes, attempting to find all linked instances that match the name/tag | Animation/AnimInstance.h |
|
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. | Animation/AnimInstance.h |
|
UAnimInstance * GetLinkedAnimLayerInstanceByGroup
(
FName InGroup |
Gets the layer linked instance corresponding to the specified group | Animation/AnimInstance.h |
|
UAnimInstance * GetLinkedAnimLayerInstanceByGroupAndClass
(
FName InGroup, |
Gets layer linked instance that matches group and class | Animation/AnimInstance.h |
|
void GetLinkedAnimLayerInstancesByGroup
(
FName InGroup, |
Runs through all nodes, attempting to find all distinct layer linked instances in the group | Animation/AnimInstance.h |
|
FAnimNode_LinkedInputPose * GetLinkedInputPoseNode
(
FName InSubInput, |
Get a linked input pose node by name, given a named graph. | Animation/AnimInstance.h | |
virtual int32 GetLODLevel () |
Get the 'animation' LOD level, which by default is the PredictedLODLevel of this anim instance's skeletal mesh component. | Animation/AnimInstance.h |
|
const FBakedAnimationStateMachine * GetMachineDescription
(
IAnimClassInterface* AnimBlueprintClass, |
Get the machine description for the specified instance. | Animation/AnimInstance.h | |
FAnimMontageInstance * GetMontageInstanceForID
(
int32 MontageInstanceID |
Get the FAnimMontageInstance currently running that matches this ID. | Animation/AnimInstance.h | |
TArray< FAnimNode_AssetPlayerBase * > GetMutableInstanceAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph | Animation/AnimInstance.h | |
TArray< FAnimNode_AssetPlayerRelevancyBase * > GetMutableInstanceRelevantAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerRelevancyBase class within the specified (named) Animation Graph | Animation/AnimInstance.h | |
AActor * GetOwningActor() |
Returns the owning actor of this AnimInstance | Animation/AnimInstance.h |
|
USkeletalMeshComponent * GetOwningComponent() |
Returns the skeletal mesh component that has created this AnimInstance. | Animation/AnimInstance.h |
|
const FPoseSnapshot * GetPoseSnapshot
(
FName SnapshotName |
Get a cached pose snapshot by name | Animation/AnimInstance.h | |
bool GetPropagateNotifiesToLinkedInstances() |
Get whether to propagate notifies to any linked anim instances | Animation/AnimInstance.h |
|
bool GetReceiveNotifiesFromLinkedInstances() |
Get whether to process notifies from any linked anim instances | Animation/AnimInstance.h |
|
float GetRelevantAnimLength
(
int32 MachineIndex, |
Get the length in seconds of the most relevant animation in the source state | Animation/AnimInstance.h |
|
float GetRelevantAnimTime
(
int32 MachineIndex, |
Get the current accumulated time in seconds for the most relevant animation in the source state | Animation/AnimInstance.h |
|
float GetRelevantAnimTimeFraction
(
int32 MachineIndex, |
Get the current accumulated time as a fraction of the length of the most relevant animation in the source state | Animation/AnimInstance.h |
|
float GetRelevantAnimTimeRemaining
(
int32 MachineIndex, |
Get the time remaining in seconds for the most relevant animation in the source state | Animation/AnimInstance.h |
|
float GetRelevantAnimTimeRemainingFraction
(
int32 MachineIndex, |
Get the time remaining as a fraction of the duration for the most relevant animation in the source state | Animation/AnimInstance.h |
|
const FAnimNode_AssetPlayerBase * GetRelevantAssetPlayerFromState
(
int32 MachineIndex, |
Gets the most relevant asset player in a specified state | Animation/AnimInstance.h | |
const FAnimNode_AssetPlayerRelevancyBase * GetRelevantAssetPlayerInterfaceFromState
(
int32 MachineIndex, |
Gets the most relevant asset player in a specified state | Animation/AnimInstance.h | |
const FBoneContainer & GetRequiredBones () |
Animation/AnimInstance.h | ||
| Access the required bones array | Animation/AnimInstance.h | ||
const FBoneContainer & GetRequiredBonesOnAnyThread() |
Animation/AnimInstance.h | ||
| Root Motion. | Animation/AnimInstance.h | ||
USkeletalMeshComponent * GetSkelMeshComponent() |
Returns the associated skeletal mesh component. This will always be non-NULL. | Animation/AnimInstance.h | |
float GetSlotMontageGlobalWeight
(
const FName& SlotNodeName |
Get Global weight of any montages this slot node is playing. | Animation/AnimInstance.h | |
float GetSlotMontageLocalWeight
(
const FName& SlotNodeName |
Get local weight of any montages this slot node is playing. | Animation/AnimInstance.h | |
float GetSlotNodeGlobalWeight
(
const FName& SlotNodeName |
Get global weight in AnimGraph for this slot node. | Animation/AnimInstance.h | |
int32 GetStateMachineIndex
(
FName MachineName |
Gets the index of the state machine matching MachineName | Animation/AnimInstance.h | |
void GetStateMachineIndexAndDescription
(
FName InMachineName, |
Animation/AnimInstance.h | ||
const FAnimNode_StateMachine * GetStateMachineInstance
(
int32 MachineIndex |
Gets the runtime instance of the specified state machine | Animation/AnimInstance.h | |
const FBakedAnimationStateMachine * GetStateMachineInstanceDesc
(
FName MachineName |
Gets the runtime instance desc of the state machine specified by name | Animation/AnimInstance.h | |
const FAnimNode_StateMachine * GetStateMachineInstanceFromName
(
FName MachineName |
Gets the runtime instance of the specified state machine by Name | Animation/AnimInstance.h | |
FAnimNode_LinkedInputPose * GetSubInputNode
(
FName InSubInput, |
Animation/AnimInstance.h | ||
UAnimInstance * GetSubInstanceByTag
(
FName InTag |
Animation/AnimInstance.h | ||
void GetSubInstancesByTag
(
FName InTag, |
Animation/AnimInstance.h | ||
SubsystemType & GetSubsystem() |
Get a subsystem's instance-resident data. If no subsystem of the type exists this will assert. | Animation/AnimInstance.h | |
int32 GetSyncGroupIndexFromName
(
FName SyncGroupName |
Returns the baked sync group index from the compile step | Animation/AnimInstance.h | |
const TMap< FName, FAnimGroupInstance > & GetSyncGroupMapRead() |
Get the sync group we are currently reading from | Animation/AnimInstance.h | |
FMarkerSyncAnimPosition GetSyncGroupPosition
(
FName InSyncGroupName |
Animation/AnimInstance.h |
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| Animation/AnimInstance.h |
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const TArray< FAnimTickRecord > & GetUngroupedActivePlayersRead() |
Get the ungrouped active player we are currently reading from | Animation/AnimInstance.h | |
const FGraphTraversalCounter & GetUpdateCounter() |
Access a read only version of the Updater Counter from the AnimInstanceProxy on the GameThread. | Animation/AnimInstance.h | |
virtual UWorld * GetWorld() |
Animation/AnimInstance.h | ||
| Helper function to handle reinstancing in editor. | Animation/AnimInstance.h | ||
bool HasActiveCurves() |
Check whether we have any active curves | Animation/AnimInstance.h | |
| Animation/AnimInstance.h |
|
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bool HasMorphTargetCurves() |
Check whether we have active morph target curves | Animation/AnimInstance.h | |
| Check for whether a native entry delegate is bound to the specified state. | Animation/AnimInstance.h | ||
| Check for whether a native exit delegate is bound to the specified state. | Animation/AnimInstance.h | ||
| Check for whether a native rule is bound to the specified transition. | Animation/AnimInstance.h | ||
void InitializeAnimation
(
bool bInDeferRootNodeInitialization |
Animation phase trigger start with initialize update happens in every tick. | Animation/AnimInstance.h | |
void InitializeGroupedLayers
(
bool bInDeferSubGraphInitialization |
Sets up initial layer groupings | Animation/AnimInstance.h | |
bool IsAnyMontagePlaying () |
Returns true if any montage is playing currently. | Animation/AnimInstance.h |
|
bool IsBeingDebugged() |
Returns true if this anim instance is actively being debugged, false otherwise | Animation/AnimInstance.h | |
bool IsInitialized() |
Get whether we have initialized our animation instance or not. This will return false if UninitializeAnimation() has been called. | Animation/AnimInstance.h | |
bool IsPlayingSlotAnimation
(
const UAnimSequenceBase* Asset, |
Return true if this instance playing the slot animation, also returning the montage it is playing on | Animation/AnimInstance.h | |
bool IsPlayingSlotAnimation
(
const UAnimSequenceBase* Asset, |
Return true if it's playing the slot animation | Animation/AnimInstance.h |
|
bool IsPostUpdatingAnimation() |
Is this animation currently running post update | Animation/AnimInstance.h | |
bool IsRunningParallelEvaluation() |
Are we being evaluated on a worker thread. | Animation/AnimInstance.h | |
bool IsSlotActive
(
FName SlotNodeName |
Return true if this instance has an active montage in the given slot. | Animation/AnimInstance.h |
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| Animation/AnimInstance.h |
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bool IsUpdateAnimationEnabled() |
Animation/AnimInstance.h | ||
bool IsUpdatingAnimation() |
Is this animation currently running update | Animation/AnimInstance.h | |
bool IsUsingMainInstanceMontageEvaluationData() |
Animation/AnimInstance.h |
|
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virtual 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. | Animation/AnimInstance.h |
|
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 | Animation/AnimInstance.h |
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void LockAIResources
(
bool bLockMovement, |
Locks indicated AI resources of animated pawn DEPRECATED. Use LockAIResourcesWithAnimation instead | Animation/AnimInstance.h |
|
void MakeMontageTickRecord
(
FAnimTickRecord& TickRecord, |
Animation/AnimInstance.h | ||
FOnMontageBlendingOutStarted * Montage_GetBlendingOutDelegate
(
UAnimMontage* Montage |
Get pointer to BlendingOutStarted delegate for Montage. | Animation/AnimInstance.h | |
float Montage_GetBlendTime
(
const UAnimMontage* Montage |
Get the current blend time of the Montage. | Animation/AnimInstance.h |
|
FName Montage_GetCurrentSection
(
const UAnimMontage* Montage |
Returns the name of the current animation montage section. | Animation/AnimInstance.h |
|
float Montage_GetEffectivePlayRate
(
const UAnimMontage* Montage |
Get scaled PlayRate for Montage. | Animation/AnimInstance.h |
|
FOnMontageEnded * Montage_GetEndedDelegate
(
UAnimMontage* Montage |
Get pointer to Ended delegate for Montage. | Animation/AnimInstance.h | |
bool Montage_GetIsStopped
(
const UAnimMontage* Montage |
Return true if Montage is not currently active. (not valid or blending out) | Animation/AnimInstance.h |
|
int32 Montage_GetNextSectionID
(
const UAnimMontage* Montage, |
Get next sectionID for given section ID | Animation/AnimInstance.h | |
float Montage_GetPlayRate
(
const UAnimMontage* Montage |
Get PlayRate for Montage. | Animation/AnimInstance.h |
|
float Montage_GetPosition
(
const UAnimMontage* Montage |
Get Current Montage Position | Animation/AnimInstance.h |
|
FOnMontageSectionChanged * Montage_GetSectionChangedDelegate
(
UAnimMontage* Montage |
Get pointer to SectionChanged delegate for Montage. | Animation/AnimInstance.h | |
bool Montage_IsActive
(
const UAnimMontage* Montage |
Returns true if the animation montage is active. | Animation/AnimInstance.h |
|
bool Montage_IsPlaying
(
const UAnimMontage* Montage |
Returns true if the animation montage is currently active and playing. | Animation/AnimInstance.h |
|
void Montage_JumpToSection
(
FName SectionName, |
Makes a montage jump to a named section. | Animation/AnimInstance.h |
|
void Montage_JumpToSectionsEnd
(
FName SectionName, |
Makes a montage jump to the end of a named section. | Animation/AnimInstance.h |
|
void Montage_Pause
(
const UAnimMontage* Montage |
Pauses the animation montage. If reference is NULL, it will pause ALL active montages. | Animation/AnimInstance.h |
|
float Montage_Play
(
UAnimMontage* MontageToPlay, |
Plays an animation montage. | Animation/AnimInstance.h |
|
float Montage_PlayWithBlendIn
(
UAnimMontage* MontageToPlay, |
Plays an animation montage. | Animation/AnimInstance.h |
|
float Montage_PlayWithBlendSettings
(
UAnimMontage* MontageToPlay, |
Plays an animation montage. | Animation/AnimInstance.h |
|
void Montage_Resume
(
const UAnimMontage* Montage |
Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages. | Animation/AnimInstance.h |
|
void Montage_SetBlendedInDelegate
(
FOnMontageBlendedInEnded& InOnMontageBlendingIn, |
Animation/AnimInstance.h | ||
void Montage_SetBlendingOutDelegate
(
FOnMontageBlendingOutStarted& InOnMontageBlendingOut, |
Animation/AnimInstance.h | ||
void Montage_SetEndDelegate
(
FOnMontageEnded& InOnMontageEnded, |
Animation/AnimInstance.h | ||
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.... | Animation/AnimInstance.h |
|
void Montage_SetPlayRate
(
const UAnimMontage* Montage, |
Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate. | Animation/AnimInstance.h |
|
void Montage_SetPosition
(
const UAnimMontage* Montage, |
Set position. | Animation/AnimInstance.h |
|
void Montage_SetSectionChangedDelegate
(
FOnMontageSectionChanged& InOnMontageSectionChanged, |
Animation/AnimInstance.h | ||
void Montage_Stop
(
float InBlendOutTime, |
Stops the animation montage. | Animation/AnimInstance.h |
|
void Montage_StopGroupByName
(
float InBlendOutTime, |
Stops all active montages belonging to a group. | Animation/AnimInstance.h |
|
void Montage_StopWithBlendOut
(
const FAlphaBlendArgs& BlendOut, |
Same as Montage_Stop. | Animation/AnimInstance.h |
|
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 | Animation/AnimInstance.h |
|
void MontageSync_Follow
(
const UAnimMontage* MontageFollower, |
Synchronize a montage to another anim instance's montage. Both montages must be playing already | Animation/AnimInstance.h |
|
void MontageSync_StopFollowing
(
const UAnimMontage* MontageFollower |
Stop following the montage's leader in this anim instance | Animation/AnimInstance.h |
|
virtual void NativeBeginPlay() |
Executed when begin play is called on the owning component. | Animation/AnimInstance.h | |
virtual void NativeInitializeAnimation() |
The below functions are the native overrides for each phase Native initialization override point | Animation/AnimInstance.h | |
virtual void NativeLinkedAnimationLayersInitialized() |
Native override point executed when all Linked Animation Layers are initialized. | Animation/AnimInstance.h | |
virtual void NativePostEvaluateAnimation() |
Native Post Evaluate override point. | Animation/AnimInstance.h | |
virtual void NativeThreadSafeUpdateAnimation
(
float DeltaSeconds |
Native thread safe update override point. | Animation/AnimInstance.h | |
virtual void NativeUninitializeAnimation() |
Native Uninitialize override point. | Animation/AnimInstance.h | |
virtual void NativeUpdateAnimation
(
float DeltaSeconds |
Native update override point. | Animation/AnimInstance.h | |
bool NeedsUpdate() |
Can does this anim instance need an update (parallel or not)? | Animation/AnimInstance.h | |
virtual void OnMontageInstanceStopped
(
FAnimMontageInstance& StoppedMontageInstance |
Animation/AnimInstance.h | ||
virtual void OnUROPreInterpolation() |
Animation/AnimInstance.h | ||
virtual void OnUROPreInterpolation_AnyThread
(
FAnimationEvaluationContext& InOutContext |
Called before URO interpolation is performed. | Animation/AnimInstance.h | |
virtual void OnUROSkipTickAnimation() |
Called when skipping an animation update because of URO. | Animation/AnimInstance.h | |
void OverrideCurveValue
(
FName CurveName, |
Overrides the value of a named curve. Will be reset next evaluation | Animation/AnimInstance.h | |
bool ParallelCanEvaluate
(
const USkeletalMesh* InSkeletalMesh |
Check whether evaluation can be performed on the supplied skeletal mesh. | Animation/AnimInstance.h | |
void ParallelEvaluateAnimation
(
bool bForceRefPose, |
Perform evaluation. Can be called from worker threads. | Animation/AnimInstance.h | |
void ParallelEvaluateAnimation
(
bool bForceRefPose, |
Animation/AnimInstance.h | ||
void ParallelUpdateAnimation() |
Run update animation work on a worker thread | Animation/AnimInstance.h | |
virtual bool PCV_ShouldNotifyAboutNodesNotUsingFastPath() |
Animation/AnimInstance.h | ||
virtual bool PCV_ShouldWarnAboutNodesNotUsingFastPath() |
Warn if AnimNodes are not using fast path during AnimBP compilation. | Animation/AnimInstance.h | |
UAnimMontage * PlaySlotAnimationAsDynamicMontage
(
UAnimSequenceBase* Asset, |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage. | Animation/AnimInstance.h |
|
UAnimMontage * PlaySlotAnimationAsDynamicMontage_WithBlendArgs
(
UAnimSequenceBase* Asset, |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in arguments. | Animation/AnimInstance.h |
|
UAnimMontage * PlaySlotAnimationAsDynamicMontage_WithBlendSettings
(
UAnimSequenceBase* Asset, |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in settings. | Animation/AnimInstance.h |
|
void PostEvaluateAnimation() |
Animation/AnimInstance.h | ||
void PostUpdateAnimation() |
Called after updates are completed, dispatches notifies etc. | Animation/AnimInstance.h | |
void PreEvaluateAnimation() |
Called on the game thread pre-evaluation. | Animation/AnimInstance.h | |
virtual void PreUpdateLinkedInstances
(
float DeltaSeconds |
Called on the game thread before UpdateAnimation is called on linked instances | Animation/AnimInstance.h | |
bool QueryAndMarkTransitionEvent
(
int32 MachineIndex, |
Behaves like QueryTransitionEvent but additionally marks the event for consumption | Animation/AnimInstance.h |
|
bool QueryTransitionEvent
(
int32 MachineIndex, |
Returns whether or not the given event transition request has been queued | Animation/AnimInstance.h |
|
void QueueMontageBlendedInEvent
(
const FQueuedMontageBlendedInEvent& MontageBlendedInEvent |
Queue a Montage BlendedIn Event to be triggered. | Animation/AnimInstance.h | |
void QueueMontageBlendingOutEvent
(
const FQueuedMontageBlendingOutEvent& MontageBlendingOutEvent |
Queue a Montage BlendingOut Event to be triggered. | Animation/AnimInstance.h | |
void QueueMontageEndedEvent
(
const FQueuedMontageEndedEvent& MontageEndedEvent |
Queue a Montage Ended Event to be triggered. | Animation/AnimInstance.h | |
void QueueMontageSectionChangedEvent
(
const FQueuedMontageSectionChangedEvent& MontageSectionChangedEvent |
Queue a Montage Section Changed Event to be triggered. | Animation/AnimInstance.h | |
void QueueRootMotionBlend
(
const FTransform& RootTransform, |
Queue blended root motion. | Animation/AnimInstance.h | |
void RecalcRequiredBones() |
Recalculate Required Bones [RequiredBones] Is called when bRequiredBonesUpToDate = false | Animation/AnimInstance.h | |
void RecalcRequiredCurves
(
const FCurveEvaluationOption& CurveEvalOption |
Animation/AnimInstance.h | ||
void RecalcRequiredCurves
(
const UE::Anim::FCurveFilterSettings& CurveFilterSettings |
Recalculate Required Curves based on Required Bones [RequiredBones] | Animation/AnimInstance.h | |
void RecordMachineWeight
(
const int32 InMachineClassIndex, |
Given a machine index, record a state machine weight for this frame | Animation/AnimInstance.h | |
void RecordStateWeight
(
const int32 InMachineClassIndex, |
Given a machine and state index, record a state weight for this frame | Animation/AnimInstance.h | |
void RefreshCurves
(
USkeletalMeshComponent* Component |
Refresh currently existing curves | Animation/AnimInstance.h | |
| Other UObjects should call this to remove themselves from the callbacks | Animation/AnimInstance.h | ||
void RemovePoseSnapshot
(
FName SnapshotName |
Remove a previously saved pose snapshot from the internal snapshot cache | Animation/AnimInstance.h |
|
void RequestMontageInertialization
(
const UAnimMontage* Montage, |
Builds an inertialization request from the montage's group, provided duration and optional blend profile | Animation/AnimInstance.h | |
void RequestMontageInertialization
(
const UAnimMontage* Montage, |
Makes an inertialization request from the montage's group. | Animation/AnimInstance.h | |
void RequestSlotGroupInertialization
(
FName InSlotGroupName, |
Requests an inertial blend during the next anim graph update. | Animation/AnimInstance.h |
|
bool RequestTransitionEvent
(
const FName EventName, |
Attempts to queue a transition request, returns true if the request was successful | Animation/AnimInstance.h |
|
void ResetDynamics () |
Animation/AnimInstance.h | ||
void ResetDynamics
(
ETeleportType InTeleportType |
Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.) | Animation/AnimInstance.h |
|
virtual void SavePoseSnapshot
(
FName SnapshotName |
Takes a snapshot of the current skeletal mesh component pose & saves it internally. | Animation/AnimInstance.h |
|
void SetLayerOverlay
(
TSubclassOf< UAnimInstance > InClass |
Animation/AnimInstance.h | ||
void SetMorphTarget
(
FName MorphTargetName, |
Sets a morph target to a certain weight. | Animation/AnimInstance.h |
|
void SetPropagateNotifiesToLinkedInstances
(
bool bSet |
Set whether to propagate notifies to any linked anim instances | Animation/AnimInstance.h |
|
void SetReceiveNotifiesFromLinkedInstances
(
bool bSet |
Set whether to process notifies from any linked anim instances | Animation/AnimInstance.h |
|
void SetRootMotionMode
(
TEnumAsByte< ERootMotionMode::Type > Value |
Set RootMotionMode | Animation/AnimInstance.h |
|
void SetSubInstanceClassByTag
(
FName InTag, |
Animation/AnimInstance.h | ||
void SetUseMainInstanceMontageEvaluationData
(
bool bSet |
Animation/AnimInstance.h |
|
|
bool ShouldExtractRootMotion() |
Should Extract Root Motion or not. Return true if we do. | Animation/AnimInstance.h | |
virtual bool ShouldTriggerAnimNotifyState
(
const UAnimNotifyState* AnimNotifyState |
Return whether this AnimNotifyState should be triggered | Animation/AnimInstance.h | |
virtual void SnapshotPose
(
FPoseSnapshot& Snapshot |
Takes a snapshot of the current skeletal mesh component pose and saves it to the specified snapshot. | Animation/AnimInstance.h |
|
void StopAllMontages
(
float BlendOut |
Stop all montages that are active | Animation/AnimInstance.h | |
void StopSlotAnimation
(
float InBlendOutTime, |
Stops currently playing slot animation slot or all | Animation/AnimInstance.h |
|
void SwapCurveWithEvaluationContext
(
FAnimationEvaluationContext& InOutContext |
Swap curves out for evaluation | Animation/AnimInstance.h | |
void TriggerAnimNotifies
(
float DeltaSeconds |
Trigger AnimNotifies | Animation/AnimInstance.h | |
void TriggerSingleAnimNotify
(
FAnimNotifyEventReference& EventReference |
Trigger an AnimNotify using an EventReference that provide context used in derived notify events | Animation/AnimInstance.h | |
void TriggerSingleAnimNotify
(
const FAnimNotifyEvent* AnimNotifyEvent |
Trigger an AnimNotify. Note that this version does not provide any context for the event | Animation/AnimInstance.h | |
virtual APawn * TryGetPawnOwner() |
Animation/AnimInstance.h |
|
|
void UninitializeAnimation() |
Animation/AnimInstance.h | ||
virtual 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. | Animation/AnimInstance.h |
|
void UnlockAIResources
(
bool bUnlockMovement, |
Unlocks indicated AI resources of animated pawn. | Animation/AnimInstance.h |
|
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 | Animation/AnimInstance.h | |
void UpdateCurves
(
const FBlendedHeapCurve& InCurves |
Update all internal curves from Blended Curve | Animation/AnimInstance.h | |
void UpdateCurvesPostEvaluation() |
Update curves once evaluation has taken place. Mostly pushes curves to materials/morphs | Animation/AnimInstance.h | |
void UpdateCurvesToEvaluationContext
(
const FAnimationEvaluationContext& InOutContext |
Pushes blended heap curve to output curves in the proxy using required bones cached data | Animation/AnimInstance.h | |
bool WasAnimNotifyNameTriggeredInAnyState
(
FName NotifyName |
Get whether the animation notify with the specified name triggered last tick. | Animation/AnimInstance.h |
|
bool WasAnimNotifyNameTriggeredInSourceState
(
int32 MachineIndex, |
Get whether the most relevant animation triggered the animation notify with the specified name last tick.. | Animation/AnimInstance.h |
|
bool WasAnimNotifyNameTriggeredInStateMachine
(
int32 MachineIndex, |
Get whether the given state machine triggered the animation notify with the specified name last tick. | Animation/AnimInstance.h |
|
bool WasAnimNotifyStateActiveInAnyState
(
TSubclassOf< UAnimNotifyState > AnimNotifyStateType |
Get whether a particular notify state was active in any state machine last tick. | Animation/AnimInstance.h |
|
bool WasAnimNotifyStateActiveInSourceState
(
int32 MachineIndex, |
Get whether a particular notify state is active in a specific state last tick. | Animation/AnimInstance.h |
|
bool WasAnimNotifyStateActiveInStateMachine
(
int32 MachineIndex, |
Get whether a particular notify state is active in a specific state machine last tick. | Animation/AnimInstance.h |
|
bool WasAnimNotifyTriggeredInAnyState
(
TSubclassOf< UAnimNotify > AnimNotifyType |
Get whether an animation notify of a given type was triggered last tick. | Animation/AnimInstance.h |
|
bool WasAnimNotifyTriggeredInSourceState
(
int32 MachineIndex, |
Get whether the most relevant animation was in a particular notify state last tick. | Animation/AnimInstance.h |
|
bool WasAnimNotifyTriggeredInStateMachine
(
int32 MachineIndex, |
Get whether a particular notify type was active in a specific state machine last tick. | Animation/AnimInstance.h |
|
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Animation/AnimInstance.h | ||
virtual void PostInitProperties() |
Animation/AnimInstance.h | ||
virtual void Serialize
(
FArchive& Ar |
Animation/AnimInstance.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FAnimInstanceProxy * CreateAnimInstanceProxy() |
Override point for derived classes to create their own proxy objects (allows custom allocation) | Animation/AnimInstance.h | |
virtual void DestroyAnimInstanceProxy
(
FAnimInstanceProxy* InProxy |
Override point for derived classes to destroy their own proxy objects (allows custom allocation) | Animation/AnimInstance.h | |
T & GetProxyOnAnyThread () |
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 | Animation/AnimInstance.h | |
const T & GetProxyOnAnyThread () |
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 | Animation/AnimInstance.h | |
T & GetProxyOnGameThread () |
Access the proxy but block if a task is currently in progress as it wouldn't be safe to access it | Animation/AnimInstance.h | |
const T & GetProxyOnGameThread () |
Access the proxy but block if a task is currently in progress as it wouldn't be safe to access it | Animation/AnimInstance.h | |
USkeletalMeshComponent * GetSkelMeshComponentChecked() |
Returns the associated skeletal mesh component. Will assert if invalid. | Animation/AnimInstance.h | |
USkeletalMeshComponent * GetSkelMeshComponentUnchecked() |
Returns the associated skeletal mesh component, or NULL if invalid/unset. | Animation/AnimInstance.h | |
virtual bool HandleNotify
(
const FAnimNotifyEvent& AnimNotifyEvent |
Implementable custom function to handle notifies | Animation/AnimInstance.h | |
virtual void Montage_Advance
(
float DeltaSeconds |
Advance montages | Animation/AnimInstance.h | |
virtual float Montage_PlayInternal
(
UAnimMontage* MontageToPlay, |
Animation/AnimInstance.h | ||
void Montage_StopInternal
(
TFunctionRef< FMontageBlendSettings(const FAnimMontageInstance*)> AlphaBlendSelectorFunction, |
Animation/AnimInstance.h | ||
virtual void Montage_UpdateWeight
(
float DeltaSeconds |
Update weight of montages | Animation/AnimInstance.h | |
virtual void PreUpdateAnimation
(
float DeltaSeconds |
Called to setup for updates | Animation/AnimInstance.h | |
void StopAllMontagesByGroupName
(
FName InGroupName, |
Stop all active montages belonging to 'InGroupName' | Animation/AnimInstance.h | |
void StopAllMontagesByGroupName
(
FName InGroupName, |
StopAllMontagesByGroupName needs a BlendMode and BlendProfile to function properly if using non-default ones in your montages. | Animation/AnimInstance.h | |
void UpdateCurvesToComponents
(
USkeletalMeshComponent* Component |
Update animation curves to component | Animation/AnimInstance.h | |
void UpdateMontageEvaluationData() |
Updates the montage data used for evaluation based on the current playing montages. | Animation/AnimInstance.h | |
bool UpdateSnapshotAndSkipRemainingUpdate() |
Returns true if a snapshot is being played back and the remainder of Update should be skipped. | Animation/AnimInstance.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Animation/AnimInstance.h | ||
static 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 | Animation/AnimInstance.h | |
static void HandleExistingParallelEvaluationTask
(
USkeletalMeshComponent* Component |
Animation/AnimInstance.h | ||
static bool IsSkeletalMeshComponent
(
const UObject* Object |
Animation/AnimInstance.h |