FAnimMontageInstance

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/AnimMontage.h

Include

#include "Animation/AnimMontage.h"

Syntax

struct FAnimMontageInstance

Variables

Name Description

Public variable

bool

 

bDidUseMarkerSyncThisTick

Whether this in this tick's call to Advance we used marker based sync.

Public variable

bool

 

bEnableAutoBlendOut

Enable auto blend out. This is instance set up. You can override

Public variable

bool

 

bPlaying

Public variable

float

 

DefaultBlendTimeMultiplier

Blend Time multiplier to allow extending and narrowing blendtimes.

Public variable

TArray< FPassed...

 

MarkersPassedThisTick

Markers that passed in this tick

Public variable

FMarkerTickReco...

 

MarkerTickRecord

Marker tick record

Public variable

UAnimMontage &#...

 

Montage

Montage reference.

Public variable

FOnMontageBlend...

 

OnMontageBlendingOutStarted

Public variable

FOnMontageEnded

 

OnMontageEnded

Delegates

Constructors

Name Description

Public function

FAnimMontageInstance()

Public function

FAnimMontageInstance

(
    UAnimInstance* InAnimInstance
)

Functions

Name Description

Public function

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Reference has to be managed manually

Public function

void

 

Advance

(
    float DeltaTime,
    FRootMotionMovementParams* Out...,
    bool bBlendRootMotion
)

Simulate is same as Advance, but without calling any events or touching any of the instance data.

Public function Const

bool

 

CanUseMarkerSync()

Return true if it can use marker sync

Public function

void

 

EditorOnly_PreAdvance()

Public function Const

float

 

GetBlendTime()

Public function Const

FName

 

GetCurrentSection()

Public function Const

float

 

GetDeltaMoved()

Public function Const

float

 

GetDesiredWeight()

Public function Const

int32

 

GetInstanceID()

Getters

Public function Const

const FAnimM...

 

GetMontageSyncLeader()

Public function Const

FName

 

GetNextSection()

Public function Const

int32

 

GetNextSectionID

(
    int32 const& CurrentSectionID
)

Public function Const

float

 

GetPlayRate()

Public function Const

float

 

GetPosition()

Public function Const

float

 

GetPreviousPosition()

Public function Const

FName

 

GetSectionNameFromID

(
    int32 const& SectionID
)

Public function Const

FName

 

GetSyncGroupName()

Public function Const

float

 

GetWeight()

Get Weight

Public function

void

 

HandleEvents

(
    float PreviousTrackPos,
    float CurrentTrackPos,
    const FBranchingPointMarker* B...
)

Delegate function handlers

Public function

void

 

Initialize

(
    UAnimMontage* InMontage
)

Public function Const

bool

 

IsActive()

Returns true if this montage is active (valid and not blending out)

Public function Const

bool

 

IsPlaying()

Public function Const

bool

 

IsRootMotionDisabled()

Public function Const

bool

 

IsStopped()

Public function Const

bool

 

IsValid()

Public function

bool

 

JumpToSectionName

(
    FName const& SectionName,
    bool bEndOfSection
)

Public function

void

 

MontageSync_Follow

(
    FAnimMontageInstance* NewLeade...
)

Montage to Montage Synchronization.

Public function

void

 

MontageSync_PostUpdate()

PostUpdate - Sync if updated after Leader.

Public function

void

 

MontageSync_PreUpdate()

PreUpdate - Sync if updated before Leader.

Public function

void

 

MontageSync_StopFollowing()

Stop following our leader

Public function

void

 

MontageSync_StopLeading()

Stop leading, release all followers.

Public function

void

 

Pause()

Public function

void

 

Play

(
    float InPlayRate
)

Public function

void

 

PopDisableRootMotion()

Public function Static

UAnimMontage...

 

PreviewMatineeSetAnimPositionInner

(
    FName SlotName,
    USkeletalMeshComponent* Skelet...,
    UAnimSequenceBase* InAnimSeque...,
    float InPosition,
    bool bLooping,
    bool bFireNotifies,
    float DeltaTime
)

Public function Static

UAnimMontage...

 

PreviewMatineeSetAnimPositionInner

(
    FName SlotName,
    USkeletalMeshComponent* Skelet...,
    UAnimInstance* AnimInstance,
    UAnimSequenceBase* InAnimSeque...,
    float InPosition,
    bool bLooping,
    bool bFireNotifies,
    float DeltaTime
)

Public function Static

UAnimMontage...

 

PreviewSequencerMontagePosition

(
    FName SlotName,
    USkeletalMeshComponent* Skelet...,
    UAnimInstance* AnimInstance,
    int32& InOutInstanceId,
    UAnimSequenceBase* InAnimSeque...,
    float InFromPosition,
    float InToPosition,
    float Weight,
    bool bLooping,
    bool bFireNotifies,
    bool bPlaying
)

Public function Static

UAnimMontage...

 

PreviewSequencerMontagePosition

(
    FName SlotName,
    USkeletalMeshComponent* Skelet...,
    int32& InOutInstanceId,
    UAnimSequenceBase* InAnimSeque...,
    float InFromPosition,
    float InToPosition,
    float Weight,
    bool bLooping,
    bool bFireNotifies,
    bool bPlaying
)

Public function

void

 

PushDisableRootMotion()

Disable RootMotion.

Public function

void

 

SetDesiredWeight

(
    float InValue
)

Set the Desired Weight

Public function Static

UAnimMontage...

 

SetMatineeAnimPositionInner

(
    FName SlotName,
    UAnimInstance* AnimInstance,
    UAnimSequenceBase* InAnimSeque...,
    float InPosition,
    bool bLooping
)

Public function Static

UAnimMontage...

 

SetMatineeAnimPositionInner

(
    FName SlotName,
    USkeletalMeshComponent* Skelet...,
    UAnimSequenceBase* InAnimSeque...,
    float InPosition,
    bool bLooping
)

Static functions that are used by matinee functionality

Public function

void

 

SetNextPositionWithEvents

(
    float InFromPosition,
    float InToPosition
)

Set the evaluation range of this animation for the next animation update tick.

Public function

void

 

SetNextPositionWithEvents

(
    float InPosition
)

Set the next position of this animation for the next animation update tick.

Public function

bool

 

SetNextSectionID

(
    int32 const& SectionID,
    int32 const& NewNextSectionID
)

Public function

bool

 

SetNextSectionName

(
    FName const& SectionName,
    FName const& NewNextSectionName
)

Public function

void

 

SetPlaying

(
    bool bInPlaying
)

Public function

void

 

SetPlayRate

(
    float const& InPlayRate
)

Public function

void

 

SetPosition

(
    float const& InPosition
)

Setters

Public function Static

UAnimMontage...

 

SetSequencerMontagePosition

(
    FName SlotName,
    UAnimInstance* AnimInstance,
    int32& InOutInstanceId,
    UAnimSequenceBase* InAnimSeque...,
    float InFromPosition,
    float InToPosition,
    float Weight,
    bool bLooping,
    bool bPlaying
)

Public function Static

UAnimMontage...

 

SetSequencerMontagePosition

(
    FName SlotName,
    USkeletalMeshComponent* Skelet...,
    int32& InOutInstanceId,
    UAnimSequenceBase* InAnimSeque...,
    float InFromPosition,
    float InToPosition,
    float Weight,
    bool bLooping,
    bool bPlaying
)

Static functions that are used by sequencer montage support

Public function

void

 

SetWeight

(
    float InValue
)

Set the weight

Public function Const

bool

 

SimulateAdvance

(
    float DeltaTime,
    float& InOutPosition,
    FRootMotionMovementParams& OutRoot...
)

Simulate is same as Advance, but without calling any events or touching any of the instance data.

Public function

void

 

Stop

(
    const FAlphaBlend& InBlendOut,
    bool bInterrupt
)

Public function

void

 

Terminate()

Public function

void

 

UpdateWeight

(
    float DeltaTime
)

Montage Tick happens in 2 phases

Deprecated Functions

Name Description

Public function Const

int32

 

GetSyncGroupIndex()

Please use GetSyncGroupName

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