UAnimPreviewInstance

This Instance only contains one AnimationAsset, and produce poses Used by Preview in AnimGraph, Playing single animation in Kismet2 and etc

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

AnimGraph

Header

/Engine/Source/Editor/AnimGraph/Classes/AnimPreviewInstance.h

Include

#include "AnimPreviewInstance.h"

Syntax

class UAnimPreviewInstance : public UAnimSingleNodeInstance

Remarks

This Instance only contains one AnimationAsset, and produce poses Used by Preview in AnimGraph, Playing single animation in Kismet2 and etc

Variables

Name Description

Public variable

int32

 

MontagePreviewStartSectionIdx

Public variable

TEnumAsByte< en...

 

MontagePreviewType

Shared parameters for previewing blendspace or animsequence

Constructors

Name Description

Public function

UAnimPreviewInstance

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddImpulseAtLocation

(
    FVector Impulse,
    FVector Location,
    FName BoneName
)

Preview physics interaction

Public function

FDelegateHan...

 

AddKeyCompleteDelegate

(
    FSimpleMulticastDelegate::FDelegate...
)

Add the delegate to be called when a key is set.

Public function

void

 

EnableControllers

(
    bool bEnable
)

Enable Controllers This is used by when editing, when controller has to be disabled

Public function

FAnimNode_Mo...

 

FindModifiedBone

(
    const FName& InBoneName,
    bool bCurveController
)

Finds an already modified bone

Public function

UAnimSequenc...

 

GetAnimSequence()

Public function Const

USkeletalMes...

 

GetDebugSkeletalMeshComponent()

Gets the external debug skeletal mesh component we are debugging

Public function Const

bool

 

GetForceRetargetBasePose()

Public function

bool

 

IsPlayingMontage()

Public function

FAnimNode_Mo...

 

ModifyBone

(
    const FName& InBoneName,
    bool bCurveController
)

Modifies a single bone.

Public function

float

 

MontagePreview_CalculateStepLength()

Public function

int32

 

MontagePreview_FindFirstSectionAsInMontage

(
    int32 AnySectionIdx
)

Public function

int32

 

MontagePreview_FindLastSection

(
    int32 StartSectionIdx
)

Public function

void

 

MontagePreview_JumpToEnd()

Public function

void

 

MontagePreview_JumpToPosition

(
    float NewPosition
)

Public function

void

 

MontagePreview_JumpToPreviewStart()

Public function

void

 

MontagePreview_JumpToStart()

Montage preview functions

Public function

void

 

MontagePreview_PreviewAllSections

(
    bool bPlay
)

Public function

void

 

MontagePreview_PreviewNormal

(
    int32 FromSectionIdx,
    bool bPlay
)

Public function

void

 

MontagePreview_RemoveBlendOut()

Public function

void

 

MontagePreview_ResetSectionsOrder()

Public function

void

 

MontagePreview_Restart()

Public function

void

 

MontagePreview_SetLoopAllSections

(
    bool bIsLooping
)

Public function

void

 

MontagePreview_SetLoopAllSetupSections

(
    bool bIsLooping
)

Public function

void

 

MontagePreview_SetLooping

(
    bool bIsLooping
)

Public function

void

 

MontagePreview_SetLoopNormal

(
    bool bIsLooping,
    int32 PreferSectionIdx
)

Public function

void

 

MontagePreview_SetPlaying

(
    bool bIsPlaying
)

Public function

void

 

MontagePreview_SetReverse

(
    bool bInReverse
)

Public function

void

 

MontagePreview_StepBackward()

Public function

void

 

MontagePreview_StepForward()

Public function

void

 

RefreshCurveBoneControllers()

Refresh Curve Bone Controllers based on TransformCurves from Animation data

Public function

void

 

RemoveBoneModification

(
    const FName& InBoneName,
    bool bCurveController
)

Removes an existing bone modification

Public function

void

 

RemoveKeyCompleteDelegate

(
    FDelegateHandle InDelegateHandle
)

Add the delegate to be called when a key is set.

Public function

void

 

ResetModifiedBone

(
    bool bCurveController
)

Reset all bone modified

Public function

void

 

SetDebugSkeletalMeshComponent

(
    USkeletalMeshComponent* InSkel...
)

Sets an external debug skeletal mesh component to use to debug

Public function

void

 

SetForceRetargetBasePose

(
    bool ForceRetargetBasePose
)

Public function

void

 

SetKey()

Convert current modified bone transforms (BoneControllers) to transform curves (CurveControllers) it does based on CurrentTime.

Public function

void

 

SetSkeletalControlAlpha

(
    float SkeletalControlAlpha
)

Set SkeletalControl Alpha

Overridden from UAnimSingleNodeInstance

Name Description

Public function Virtual

void

 

RestartMontage

(
    UAnimMontage* Montage,
    FName FromSection
)

Custom evaluate pose

Public function Virtual

void

 

SetAnimationAsset

(
    UAnimationAsset* NewAsset,
    bool bIsLooping,
    float InPlayRate
)

Set New Asset - calls InitializeAnimation, for now we need MeshComponent

Overridden from UAnimInstance

Name Description

Public function Virtual Const

bool

 

CanRunParallelWork()

Can this animation instance run Update or Evaluation work in parallel.

Public function Virtual

FAnimInstanc...

 

CreateAnimInstanceProxy()

Override point for derived classes to create their own proxy objects (allows custom allocation)

Protected function Virtual

void

 

Montage_Advance

(
    float DeltaSeconds
)

Advance montages

Public function Virtual

void

 

NativeInitializeAnimation()

The below functions are the native overrides for each phase Native initialization override point

Overridden from UObject

Name Description

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

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