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| Name | UAnimNotify |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNotifies/AnimNotify.h |
| Include Path | #include "Animation/AnimNotifies/AnimNotify.h" |
Syntax
UCLASS (Abstract, Blueprintable, Const, HideCategories=Object, CollapseCategories, MinimalAPI)
class UAnimNotify : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimNotify
Derived Classes
UAnimNotify derived class hierarchy
- UAnimNotify_GameplayCue
- UAnimNotify_PauseClothingSimulation
- UAnimNotify_PlayMontageNotify
- UAnimNotify_PlayNiagaraEffect
- UAnimNotify_PlayParticleEffect
- UAnimNotify_PlaySound
- UAnimNotify_PoseSearchBase
- UAnimNotify_ResetClothingSimulation
- UAnimNotify_ResetDynamics
- UAnimNotify_ResumeClothingSimulation
- URelativeBodyAnimNotifyBase
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimNotify
(
const FObjectInitializer& ObjectInitializer |
Animation/AnimNotifies/AnimNotify.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsNativeBranchingPoint | bool | End UObject Interface This notify is always a branching point when used on Montages. | Animation/AnimNotifies/AnimNotify.h | |
| bShouldFireInEditor | bool | Whether this notify instance should fire in animation editors | Animation/AnimNotifies/AnimNotify.h |
|
| NotifyColor | FColor | Color of Notify in editor | Animation/AnimNotifies/AnimNotify.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MeshContext | USkeletalMeshComponent * | The mesh we're currently triggering a UAnimNotify for (so we can retrieve per instance information) | Animation/AnimNotifies/AnimNotify.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BranchingPointNotify
(
FBranchingPointNotifyPayload& BranchingPointPayload |
Animation/AnimNotifies/AnimNotify.h | ||
virtual bool CanBePlaced
(
UAnimSequenceBase* Animation |
Animation/AnimNotifies/AnimNotify.h | ||
virtual void DrawCanvasInEditor
(
FCanvas& Canvas, |
Animation/AnimNotifies/AnimNotify.h | ||
virtual void DrawInEditor
(
FPrimitiveDrawInterface* PDI, |
Animation/AnimNotifies/AnimNotify.h | ||
float GetDefaultTriggerWeightThreshold() |
TriggerWeightThreshold to use when creating notifies of this type | Animation/AnimNotifies/AnimNotify.h |
|
virtual FLinearColor GetEditorColor() |
Animation/AnimNotifies/AnimNotify.h | ||
virtual FString GetEditorComment() |
Animation/AnimNotifies/AnimNotify.h | ||
FString GetNotifyName() |
Implementable event to get a custom name for the notify | Animation/AnimNotifies/AnimNotify.h |
|
| We don't instance UAnimNotify objects along with the animations they belong to, but we still need a way to see which world this UAnimNotify is currently operating on. | Animation/AnimNotifies/AnimNotify.h | ||
virtual void Notify
(
USkeletalMeshComponent* MeshComp, |
Animation/AnimNotifies/AnimNotify.h | ||
virtual void Notify
(
USkeletalMeshComponent* MeshComp, |
Animation/AnimNotifies/AnimNotify.h | ||
virtual void OnAnimNotifyCreatedInEditor
(
FAnimNotifyEvent& ContainingAnimNotifyEvent |
Animation/AnimNotifies/AnimNotify.h | ||
bool Received_Notify
(
USkeletalMeshComponent* MeshComp, |
Animation/AnimNotifies/AnimNotify.h |
|
|
virtual bool ShouldFireInEditor() |
Override this to prevent firing this notify type in animation editors | Animation/AnimNotifies/AnimNotify.h | |
virtual void ValidateAssociatedAssets() |
Animation/AnimNotifies/AnimNotify.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
UObject Interface | Animation/AnimNotifies/AnimNotify.h | |
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Animation/AnimNotifies/AnimNotify.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UObject * GetContainingAsset() |
Animation/AnimNotifies/AnimNotify.h |