UAnimSingleNodeInstance

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Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Animation/AnimSingleNodeInstance.h"

Syntax

class UAnimSingleNodeInstance : public UAnimInstance

Variables

Name Description

Public variable

UAnimationAsset...

 

CurrentAsset

Current Asset being played

Public variable

FPostEvaluateAn...

 

PostEvaluateAnimEvent

Constructors

Name Description

Public function

UAnimSingleNodeInstance

(
    const FObjectInitializer& ObjectIn...
)

Destructors

Name Description

Public function

~UAnimSingleNodeInstance()

Disable compiler-generated deprecation warnings by implementing our own destructor.

Functions

Name Description

Public function Virtual Const

UAnimationAs...

 

GetAnimationAsset()

Get the currently used asset

Public function

UAnimationAs...

 

GetCurrentAsset()

Get the currently playing asset. Can return NULL

Public function Const

float

 

GetCurrentTime()

Get the current playback time

Public function

FVector

 

GetFilterLastOutput()

Get the last filter output

Public function

float

 

GetLength()

Public function Const

float

 

GetPlayRate()

Get the current play rate multiplier

Public function Const

bool

 

IsLooping()

Check whether we are currently looping

Public function Const

bool

 

IsPlaying()

Check whether we are currently playing

Public function Const

bool

 

IsReverse()

Check whether we are currently playing in reverse

Public function

void

 

PlayAnim

(
    bool bIsLooping,
    float InPlayRate,
    float InStartPosition
)

For AnimSequence specific

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

Public function

void

 

SetBlendSpaceInput

(
    const FVector& InBlendInput
)

Public function

void

 

SetLooping

(
    bool bIsLooping
)

Public function

void

 

SetMontageLoop

(
    UAnimMontage* Montage,
    bool bIsLooping,
    FName StartingSection
)

Public function

void

 

SetMontagePreviewSlot

(
    FName PreviewSlot
)

Set the montage slot to preview

Public function

void

 

SetPlaying

(
    bool bIsPlaying
)

Public function

void

 

SetPlayRate

(
    float InPlayRate
)

Public function

void

 

SetPosition

(
    float InPosition,
    bool bFireNotifies
)

Public function

void

 

SetPositionWithPreviousTime

(
    float InPosition,
    float InPreviousTime,
    bool bFireNotifies
)

Public function

void

 

SetPreviewCurveOverride

(
    const FName& PoseName,
    float Value,
    bool bRemoveIfZero
)

Set pose value

Public function

void

 

SetReverse

(
    bool bInReverse
)

Public function

void

 

StepBackward()

Public function

void

 

StepForward()

AnimSequence specific

Public function

void

 

StopAnim()

Public function

void

 

UpdateBlendspaceSamples

(
    FVector InBlendInput
)

Updates the blendspace samples list in the case of our asset being a blendspace

Public function

void

 

UpdateMontageWeightForTimeSkip

(
    float TimeDifference
)

Updates montage weights based on a jump in time (as this wont be handled by SetPosition)

Overridden from UAnimInstance

Name Description

Protected 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

Public function Virtual

void

 

NativePostEvaluateAnimation()

Native Post Evaluate override point.

Public function Virtual

void

 

OnMontageInstanceStopped

(
    FAnimMontageInstance& StoppedMonta...
)

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