UKismetAnimationLibrary

A library of the most common animation blueprint functions.

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h

Include

#include "KismetAnimationLibrary.h"

Syntax

class UKismetAnimationLibrary : public UBlueprintFunctionLibrary

Remarks

A library of the most common animation blueprint functions.

Constructors

Name Description

Public function

UKismetAnimationLibrary

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

float

 

CalculateDirection

(
    const FVector& Velocity,
    const FRotator& BaseRotation
)

Returns degree of the angle between Velocity and Rotation forward vector The range of return will be from [-180, 180].

Public function Static

float

 

K2_CalculateVelocityFromPositionHistory

(
    float DeltaSeconds,
    FVector Position,
    FPositionHistory& History,
    int32 NumberOfSamples,
    float VelocityMin,
    float VelocityMax
)

This function calculates the velocity of a position changing over time.

Public function Static

float

 

K2_CalculateVelocityFromSockets

(
    float DeltaSeconds,
    USkeletalMeshComponent* Compon...,
    const FName SocketOrBoneName,
    const FName ReferenceSocketOrBone,
    ERelativeTransformSpace SocketSpace,
    FVector OffsetInBoneSpace,
    FPositionHistory& History,
    int32 NumberOfSamples,
    float VelocityMin,
    float VelocityMax,
    EEasingFuncType EasingType,
    const FRuntimeFloatCurve& CustomCu...
)

This function calculates the velocity of an offset position on a bone / socket over time.

Public function Static

FVector

 

K2_DirectionBetweenSockets

(
    const USkeletalMeshComponent* ...,
    const FName SocketOrBoneNameFrom,
    const FName SocketOrBoneNameTo
)

Computes the direction between two bones / sockets.

Public function Static

float

 

K2_DistanceBetweenTwoSocketsAndMapRange

(
    const USkeletalMeshComponent* ...,
    const FName SocketOrBoneNameA,
    ERelativeTransformSpace SocketSpace...,
    const FName SocketOrBoneNameB,
    ERelativeTransformSpace SocketSpace...,
    bool bRemapRange,
    float InRangeMin,
    float InRangeMax,
    float OutRangeMin,
    float OutRangeMax
)

Computes the distance between two bones / sockets and can remap the range.

Public function Static

float

 

K2_EndProfilingTimer

(
    bool bLog,
    const FString& LogPrefix
)

This function ends measuring a profiling bracket and optionally logs the result

Public function Static

FTransform

 

K2_LookAt

(
    const FTransform& CurrentTransform,
    const FVector& TargetPosition,
    FVector LookAtVector,
    bool bUseUpVector,
    FVector UpVector,
    float ClampConeInDegree
)

Computes the transform which is "looking" at target position with a local axis.

Public function Static

float

 

K2_MakePerlinNoiseAndRemap

(
    float Value,
    float RangeOutMin,
    float RangeOutMax
)

This function creates perlin noise for a single float and then range map to RangeOut

Public function Static

FVector

 

K2_MakePerlinNoiseVectorAndRemap

(
    float X,
    float Y,
    float Z,
    float RangeOutMinX,
    float RangeOutMaxX,
    float RangeOutMinY,
    float RangeOutMaxY,
    float RangeOutMinZ,
    float RangeOutMaxZ
)

This function creates perlin noise from input X, Y, Z, and then range map to RangeOut, and out put to OutX, OutY, OutZ

Public function Static

void

 

K2_StartProfilingTimer()

This function starts measuring the time for a profiling bracket

Public function Static

void

 

K2_TwoBoneIK

(
    const FVector& RootPos,
    const FVector& JointPos,
    const FVector& EndPos,
    const FVector& JointTarget,
    const FVector& Effector,
    FVector& OutJointPos,
    FVector& OutEndPos,
    bool bAllowStretching,
    float StartStretchRatio,
    float MaxStretchScale
)

Computes the transform for two bones using inverse kinematics.