UAnimNotifyState

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/AnimNotifies/AnimNotifyState.h

Include

#include "Animation/AnimNotifies/AnimNotifyState.h"

Syntax

class UAnimNotifyState : public UObject

Variables

Name Description

Public variable

bool

 

bIsNativeBranchingPoint

End UObject Interface This notify is always a branching point when used on Montages.

Public variable

bool

 

bShouldFireInEditor

Whether this notify state instance should fire in animation editors

Public variable

FColor

 

NotifyColor

Color of Notify in editor

Constructors

Name Description

Public function

UAnimNotifyState

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

BranchingPointNotifyBegin

(
    FBranchingPointNotifyPayload& Bran...
)

Public function Virtual

void

 

BranchingPointNotifyEnd

(
    FBranchingPointNotifyPayload& Bran...
)

Public function Virtual

void

 

BranchingPointNotifyTick

(
    FBranchingPointNotifyPayload& Bran...,
    float FrameDeltaTime
)

Public function Virtual Const

bool

 

CanBePlaced

(
    UAnimSequenceBase* Animation
)

Protected function Const

UObject *...

 

GetContainingAsset()

Public function Const

float

 

GetDefaultTriggerWeightThreshold()

TriggerWeightThreshold to use when creating notifies of this type

Public function Virtual

FLinearColor

 

GetEditorColor()

Public function Virtual

FString

 

GetEditorComment()

Public function Const

FString

 

GetNotifyName()

Implementable event to get a custom name for the notify

Public function Virtual

void

 

NotifyBegin

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation,
    float TotalDuration,
    const FAnimNotifyEventReference& E...
)

Public function Virtual

void

 

NotifyEnd

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation,
    const FAnimNotifyEventReference& E...
)

Public function Virtual

void

 

NotifyTick

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation,
    float FrameDeltaTime,
    const FAnimNotifyEventReference& E...
)

Public function Virtual

void

 

OnAnimNotifyCreatedInEditor

(
    FAnimNotifyEvent& ContainingAnimNo...
)

Public function Const

bool

 

Received_NotifyBegin

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation,
    float TotalDuration,
    const FAnimNotifyEventReference& E...
)

Public function Const

bool

 

Received_NotifyEnd

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation,
    const FAnimNotifyEventReference& E...
)

Public function Const

bool

 

Received_NotifyTick

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation,
    float FrameDeltaTime,
    const FAnimNotifyEventReference& E...
)

Public function Virtual

bool

 

ShouldFireInEditor()

Override this to prevent firing this notify state type in animation editors

Public function Virtual

void

 

ValidateAssociatedAssets()

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

UObject Interface

Public function Virtual

void

 

PreSave

(
    FObjectPreSaveContext SaveContext
)

Presave function.

Deprecated Functions

Name Description

Public function Virtual

void

 

NotifyBegin

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation,
    float TotalDuration
)

This function is deprecated. Use the other NotifyBegin instead.

Public function Virtual

void

 

NotifyEnd

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation
)

This function is deprecated. Use the other NotifyEnd instead.

Public function Virtual

void

 

NotifyTick

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation,
    float FrameDeltaTime
)

This function is deprecated. Use the other NotifyTick instead.