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API > API/Runtime > API/Runtime/Engine
| Name | UAnimSingleNodeInstance |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimSingleNodeInstance.h |
| Include Path | #include "Animation/AnimSingleNodeInstance.h" |
Syntax
UCLASS (Transient, NotBlueprintable, MinimalAPI)
class UAnimSingleNodeInstance : public UAnimInstance
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimInstance → UAnimSingleNodeInstance
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimSingleNodeInstance
(
const FObjectInitializer& ObjectInitializer |
Animation/AnimSingleNodeInstance.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
PRAGMA_DISABLE_DEPRECATION_WARNINGS ~UAnimSingleNodeInstance() |
Disable compiler-generated deprecation warnings by implementing our own destructor. | Animation/AnimSingleNodeInstance.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CurrentAsset | TObjectPtr< class UAnimationAsset > | Current Asset being played | Animation/AnimSingleNodeInstance.h |
|
| PostEvaluateAnimEvent | FPostEvaluateAnimEvent | Animation/AnimSingleNodeInstance.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UAnimationAsset * GetAnimationAsset() |
Get the currently used asset | Animation/AnimSingleNodeInstance.h |
|
void GetBlendSpaceState
(
FVector& OutPosition, |
Gets the current state of any BlendSpace | Animation/AnimSingleNodeInstance.h | |
UAnimationAsset * GetCurrentAsset() |
Get the currently playing asset. Can return NULL | Animation/AnimSingleNodeInstance.h | |
float GetCurrentTime() |
Get the current playback time | Animation/AnimSingleNodeInstance.h | |
FVector GetFilterLastOutput() |
Get the last filter output | Animation/AnimSingleNodeInstance.h | |
TOptional< EAnimInterpolationType > GetInterpolationOverride() |
Get animation interpolation type override. If not set, it will not override. | Animation/AnimSingleNodeInstance.h | |
float GetLength() |
Animation/AnimSingleNodeInstance.h |
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|
const UMirrorDataTable * GetMirrorDataTable() |
Animation/AnimSingleNodeInstance.h |
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|
float GetPlayRate() |
Get the current play rate multiplier | Animation/AnimSingleNodeInstance.h | |
bool IsLooping() |
Check whether we are currently looping | Animation/AnimSingleNodeInstance.h | |
bool IsPlaying() |
Check whether we are currently playing | Animation/AnimSingleNodeInstance.h | |
bool IsReverse() |
Check whether we are currently playing in reverse | Animation/AnimSingleNodeInstance.h | |
void PlayAnim
(
bool bIsLooping, |
For AnimSequence specific | Animation/AnimSingleNodeInstance.h |
|
virtual void RestartMontage
(
UAnimMontage* Montage, |
Custom evaluate pose | Animation/AnimSingleNodeInstance.h | |
virtual void SetAnimationAsset
(
UAnimationAsset* NewAsset, |
Set New Asset - calls InitializeAnimation, for now we need MeshComponent | Animation/AnimSingleNodeInstance.h |
|
void SetBlendSpacePosition
(
const FVector& InPosition |
Animation/AnimSingleNodeInstance.h |
|
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void SetInterpolationOverride
(
TOptional< EAnimInterpolationType > InterpolationType |
Set animation interpolation type override. If not set, it will not override. | Animation/AnimSingleNodeInstance.h | |
void SetLooping
(
bool bIsLooping |
Animation/AnimSingleNodeInstance.h |
|
|
void SetMirrorDataTable
(
const UMirrorDataTable* MirrorDataTable |
Animation/AnimSingleNodeInstance.h |
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void SetMontageLoop
(
UAnimMontage* Montage, |
Animation/AnimSingleNodeInstance.h | ||
void SetMontagePreviewSlot
(
FName PreviewSlot |
Set the montage slot to preview | Animation/AnimSingleNodeInstance.h | |
void SetPlaying
(
bool bIsPlaying |
Animation/AnimSingleNodeInstance.h |
|
|
void SetPlayRate
(
float InPlayRate |
Animation/AnimSingleNodeInstance.h |
|
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void SetPosition
(
float InPosition, |
Animation/AnimSingleNodeInstance.h |
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void SetPositionWithPreviousTime
(
float InPosition, |
Animation/AnimSingleNodeInstance.h |
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void SetPreviewCurveOverride
(
const FName& PoseName, |
Set pose value | Animation/AnimSingleNodeInstance.h |
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void SetReverse
(
bool bInReverse |
Animation/AnimSingleNodeInstance.h |
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void StepBackward() |
Animation/AnimSingleNodeInstance.h | ||
void StepForward() |
AnimSequence specific | Animation/AnimSingleNodeInstance.h | |
void StopAnim() |
Animation/AnimSingleNodeInstance.h |
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|
void UpdateBlendspaceSamples
(
FVector InBlendInput |
Updates the blendspace samples list in the case of our asset being a blendspace | Animation/AnimSingleNodeInstance.h | |
void UpdateMontageWeightForTimeSkip
(
float TimeDifference |
Updates montage weights based on a jump in time (as this wont be handled by SetPosition) | Animation/AnimSingleNodeInstance.h |
Overridden from UAnimInstance
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void NativeInitializeAnimation() |
The below functions are the native overrides for each phase Native initialization override point | Animation/AnimSingleNodeInstance.h | |
virtual void NativePostEvaluateAnimation() |
Native Post Evaluate override point. | Animation/AnimSingleNodeInstance.h | |
virtual void OnMontageInstanceStopped
(
FAnimMontageInstance& StoppedMontageInstance |
Animation/AnimSingleNodeInstance.h |
Protected
Overridden from UAnimInstance
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FAnimInstanceProxy * CreateAnimInstanceProxy() |
Override point for derived classes to create their own proxy objects (allows custom allocation) | Animation/AnimSingleNodeInstance.h | |
virtual void Montage_Advance
(
float DeltaSeconds |
Advance montages | Animation/AnimSingleNodeInstance.h |