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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Animation/AnimInstance.h |
Include |
#include "Animation/AnimInstance.h" |
class UAnimInstance : public UObject
Name | Description | ||
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ActiveAnimNotifyEventReference |
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ActiveAnimNotifyState |
Currently Active AnimNotifyState, stored as a copy of the event as we need to call NotifyEnd on the event after a deletion in the editor. |
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ActiveMontagesMap |
Map between Active Montages and their FAnimMontageInstance |
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AnimInstanceProxy |
Proxy object, nothing should access this from an externally-callable API as it is used as a scratch area on worker threads |
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uint8: 1 |
bCreatedByLinkedAnimGraph |
Flag to check if created by LinkedAnimGraph in ReinitializeLinkedAnimInstance |
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uint8: 1 |
bNeedsUpdate |
Flag to check back on the game thread that indicates we need to run PostUpdateAnimation() in the post-eval call |
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uint8: 1 |
bPropagateNotifiesToLinkedInstances |
Whether to propagate notifies to any linked anim instances |
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uint8: 1 |
bReceiveNotifiesFromLinkedInstances |
Whether to process notifies from any linked anim instances |
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uint8: 1 |
bUseMainInstanceMontageEvaluationData |
If true, linked instances will use the main instance's montage data. |
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uint8: 1 |
bUseMultiThreadedAnimationUpdate |
Allows this anim instance to update its native update, blend tree, montages and asset players on a worker thread. |
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uint8: 1 |
bUsingCopyPoseFromMesh |
If this AnimInstance has nodes using 'CopyPoseFromMesh' this will be true. |
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double |
CurrentLifeTimerScrubPosition |
Current scrubbing playback position (only used when debugging in Persona) |
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TObjectPtr< USk... |
CurrentSkeleton |
This is used to extract animation. If Mesh exists, this will be overwritten by Mesh->Skeleton |
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DebugDataCounter |
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double |
LifeTimer |
Maximum playback position ever reached (only used when debugging in Persona) |
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TArray< struct ... |
MontageInstances |
AnimMontage instances that are running currently |
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NotifyQueue |
Animation Notifies that has been triggered in the latest tick |
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OnAllMontageInstancesEnded |
Called when all Montage instances have ended. |
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OnMontageBlendingOut |
Called when a montage starts blending out, whether interrupted or finished |
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OnMontageEnded |
Called when a montage has ended, whether interrupted or finished |
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OnMontageStarted |
Called when a montage has started |
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OnPlayMontageNotifyBegin |
Called when a montage hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' begin |
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OnPlayMontageNotifyEnd |
Called when a montage hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' end |
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PendingDynamicResetTeleportType |
Pending teleport type, set in ResetDynamics and cleared in UpdateAnimation |
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PostCompileValidationClassName |
Name of Class to do Post Compile Validation. |
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TEnumAsByte< ER... |
RootMotionMode |
Sets where this blueprint pulls Root Motion from. |
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SlotGroupInertializationRequestMap |
Inertialization requests gathered this frame. Gets reset in UpdateMontageEvaluationData |
Name | Description | |
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UAnimInstance ( |
Name | Description | |
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~UAnimInstance() |
Disable compiler-generated deprecation warnings by implementing our own destructor. |
Name | Description | ||
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AddCurveValue ( |
Add curve float data using a curve Uid, the name of the curve will be resolved from the skeleton. |
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AddCurveValue ( |
Add curve float data, using a curve name. |
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AddCurveValue ( |
Add curve float data using a curve Uid, the name of the curve will be resolved from the skeleton |
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AddExternalNotifyHandler |
Allows other UObjects to bind custom event notifies similarly to the AnimBP |
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AddNativeStateEntryBinding ( |
Sets up a native state entry delegate from state with StateName, in the state machine with name MachineName. |
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AddNativeStateExitBinding ( |
Sets up a native state exit delegate from state with StateName, in the state machine with name MachineName. |
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AddNativeTransitionBinding ( |
Sets up a native transition delegate between states with PrevStateName and NextStateName, in the state machine with name MachineName. |
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FPoseSnapsho... |
AddPoseSnapshot ( |
Add an empty pose snapshot to the internal snapshot cache (or recycle an existing pose snapshot if the name is already in use) |
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AddReferencedObjects ( |
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AppendAnimationCurveList ( |
Append the type of curve to the OutCurveList specified by Curve Flags |
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ApplyAnimOverridesToCDO ( |
Called on the newly created CDO during anim blueprint compilation to allow subclasses a chance to replace animations (experimental) |
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BlueprintBeginPlay() |
Executed when begin play is called on the owning component |
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BlueprintInitializeAnimation() |
Executed when the Animation is initialized |
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BlueprintLinkedAnimationLayersInitialized() |
Executed when the all Linked Animation Layers are initialized |
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BlueprintPostEvaluateAnimation() |
Executed after the Animation is evaluated |
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BlueprintThreadSafeUpdateAnimation ( |
Executed when the Animation Blueprint is updated on a worker thread, just prior to graph update |
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BlueprintUpdateAnimation ( |
Executed when the Animation is updated |
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float |
CalcSlotMontageLocalWeight ( |
Get local weight of any montages this slot is playing. |
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CanRunParallelWork() |
Can this animation instance run Update or Evaluation work in parallel. |
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CanTransitionSignature() |
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ClearMontageInstanceReferences ( |
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ClearMorphTargets() |
Clears the current morph targets. |
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FRootMotionM... |
ConsumeExtractedRootMotion ( |
Get current accumulated root motion, removing it from the AnimInstance in the process |
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CopyCurveValues ( |
Copy curves from external source |
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FAnimInstanc... |
CreateAnimInstanceProxy() |
Override point for derived classes to create their own proxy objects (allows custom allocation) |
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DestroyAnimInstanceProxy ( |
Override point for derived classes to destroy their own proxy objects (allows custom allocation) |
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DispatchQueuedAnimEvents() |
Dispatch AnimEvents (AnimNotifies, Montage Events) queued during UpdateAnimation() |
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DisplayDebug ( |
Debug output for this anim instance. Info for SyncGroups, Graph, Montages, etc. |
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DisplayDebugInstance ( |
Display debug info about AnimInstance. Can be overridden to add custom info from child classes. |
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EndNotifyStates() |
Triggers end on active notify states and clears the array |
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SubsystemTyp... |
FindSubsystem() |
Get a subsystem's instance-resident data. If no subsystem of the type exists this will return nullptr. |
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FAnimSubsyst... |
FindSubsystem ( |
Find a subsystem's instance-resident data. |
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GetActiveCurveNames ( |
This returns last up-to-date list of active curve names |
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FAnimMontage... |
GetActiveInstanceForMontage ( |
Get Active FAnimMontageInstance for given Montage asset. |
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FAnimMontage... |
GetActiveMontageInstance() |
Get Currently active montage instance. |
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GetAllCurveNames |
This returns all curve names |
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const TMap< ... |
GetAnimationCurveList ( |
Return the list of curves that are specified by type |
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UAnimMontage... |
GetCurrentActiveMontage() |
Get a current Active Montage in this AnimInstance. |
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GetCurrentStateName ( |
Returns the name of a currently active state in a state machine. |
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GetCurveValue ( |
Returns value of named curved in OutValue, returns whether the curve was actually found or not. |
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float |
GetCurveValue ( |
Returns the value of a named curve. |
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float |
GetDeltaSeconds() |
Get the current delta time |
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GetInstanceAssetPlayerIndex |
Get the index of the specified instance asset player. |
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float |
GetInstanceAssetPlayerLength ( |
Derived anim getters |
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TArray< cons... |
GetInstanceAssetPlayers ( |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph |
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float |
GetInstanceAssetPlayerTime ( |
Get the current accumulated time in seconds for an asset player node |
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float |
GetInstanceAssetPlayerTimeFraction ( |
Get the current accumulated time as a fraction for an asset player node |
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float |
GetInstanceAssetPlayerTimeFromEnd ( |
Get the time in seconds from the end of an animation in an asset player node |
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float |
GetInstanceAssetPlayerTimeFromEndFraction ( |
Get the time as a fraction of the asset length of an animation in an asset player node |
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float |
GetInstanceCurrentStateElapsedTime ( |
Get the current elapsed time of a state within the specified state machine |
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float |
GetInstanceMachineWeight ( |
Get the blend weight of a specified state machine |
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float |
GetInstanceStateWeight |
Get the blend weight of a specified state |
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float |
GetInstanceTransitionCrossfadeDuration |
Get the crossfade duration of a specified transition |
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float |
GetInstanceTransitionTimeElapsed |
Get the elapsed time in seconds of a specified transition |
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float |
GetInstanceTransitionTimeElapsedFraction |
Get the elapsed time as a fraction of the crossfade duration of a specified transition |
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UAnimInstanc... |
GetLinkedAnimGraphInstanceByTag ( |
Runs through all nodes, attempting to find the first linked instance by name/tag |
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UAnimInstanc... |
GetLinkedAnimLayerInstanceByClass ( |
Gets the first layer linked instance corresponding to the specified class |
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UAnimInstanc... |
GetLinkedAnimLayerInstanceByGroup ( |
Gets the layer linked instance corresponding to the specified group |
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UAnimInstanc... |
GetLinkedAnimLayerInstanceByGroupAndClass ( |
Gets layer linked instance that matches group and class |
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GetLinkedAnimLayerInstancesByGroup ( |
Runs through all nodes, attempting to find all distinct layer linked instances in the group |
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FAnimNode_Li... |
GetLinkedInputPoseNode |
Get a linked input pose node by name, given a named graph. |
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GetLODLevel() |
Get the 'animation' LOD level, which by default is the PredictedLODLevel of this anim instance's skeletal mesh component. |
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const FBaked... |
GetMachineDescription ( |
Get the machine description for the specified instance. |
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FAnimMontage... |
GetMontageInstanceForID ( |
Get the FAnimMontageInstance currently running that matches this ID. |
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GetMutableInstanceAssetPlayers ( |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph |
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AActor * |
GetOwningActor() |
Returns the owning actor of this AnimInstance |
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USkeletalMes... |
GetOwningComponent() |
Returns the skeletal mesh component that has created this AnimInstance. |
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const FPoseS... |
GetPoseSnapshot ( |
Get a cached pose snapshot by name |
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GetPropagateNotifiesToLinkedInstances() |
Get whether to propagate notifies to any linked anim instances |
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const T & |
GetProxyOnAnyThread() |
Access the proxy but block if a task is currently in progress (and we are on the game thread) as it wouldn't be safe to access it |
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T & |
GetProxyOnAnyThread() |
Access the proxy but block if a task is currently in progress (and we are on the game thread) as it wouldn't be safe to access it |
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const T & |
GetProxyOnGameThread() |
Access the proxy but block if a task is currently in progress as it wouldn't be safe to access it |
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T & |
GetProxyOnGameThread() |
Access the proxy but block if a task is currently in progress as it wouldn't be safe to access it |
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T * |
GetProxyOnGameThreadStatic ( |
Access the proxy but block if a task is currently in progress as it wouldn't be safe to access it This is protected static member for allowing derived to access |
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GetReceiveNotifiesFromLinkedInstances() |
Get whether to process notifies from any linked anim instances |
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float |
GetRelevantAnimLength |
Get the length in seconds of the most relevant animation in the source state |
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float |
GetRelevantAnimTime |
Get the current accumulated time in seconds for the most relevant animation in the source state |
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float |
GetRelevantAnimTimeFraction |
Get the current accumulated time as a fraction of the length of the most relevant animation in the source state |
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float |
GetRelevantAnimTimeRemaining |
Get the time remaining in seconds for the most relevant animation in the source state |
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float |
GetRelevantAnimTimeRemainingFraction |
Get the time remaining as a fraction of the duration for the most relevant animation in the source state |
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const FAnimN... |
GetRelevantAssetPlayerFromState |
Gets the most relevant asset player in a specified state |
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const FBoneC... |
GetRequiredBones() |
Access the required bones array |
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FBoneContain... |
GetRequiredBones() |
Access the required bones array |
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const FBoneC... |
GetRequiredBonesOnAnyThread() |
Access the required bones array |
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FAnimMontage... |
GetRootMotionMontageInstance() |
Root Motion. |
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USkeletalMes... |
GetSkelMeshComponent() |
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float |
GetSlotMontageGlobalWeight ( |
Get Global weight of any montages this slot node is playing. |
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float |
GetSlotMontageLocalWeight ( |
Get local weight of any montages this slot node is playing. |
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float |
GetSlotNodeGlobalWeight ( |
Get global weight in AnimGraph for this slot node. |
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GetStateMachineIndex ( |
Gets the index of the state machine matching MachineName |
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GetStateMachineIndexAndDescription ( |
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const FAnimN... |
GetStateMachineInstance ( |
Gets the runtime instance of the specified state machine |
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const FBaked... |
GetStateMachineInstanceDesc ( |
Gets the runtime instance desc of the state machine specified by name |
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const FAnimN... |
GetStateMachineInstanceFromName ( |
Gets the runtime instance of the specified state machine by Name |
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SubsystemTyp... |
GetSubsystem() |
Get a subsystem's instance-resident data. If no subsystem of the type exists this will assert. |
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GetSyncGroupIndexFromName ( |
Returns the baked sync group index from the compile step |
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FMarkerSyncA... |
GetSyncGroupPosition ( |
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GetTimeToClosestMarker |
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const FGraph... |
GetUpdateCounter() |
Access a read only version of the Updater Counter from the AnimInstanceProxy on the GameThread. |
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UWorld * |
GetWorld() |
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HandleNotify ( |
Implementable custom function to handle notifies |
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HasActiveCurves() |
Check whether we have any active curves |
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HasMarkerBeenHitThisFrame |
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HasMorphTargetCurves() |
Check whether we have active morph target curves |
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HasNativeStateEntryBinding |
Check for whether a native entry delegate is bound to the specified state. |
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HasNativeStateExitBinding |
Check for whether a native exit delegate is bound to the specified state. |
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HasNativeTransitionBinding |
Check for whether a native rule is bound to the specified transition. |
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InitializeAnimation ( |
Animation phase trigger start with initialize update happens in every tick. |
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InitializeGroupedLayers ( |
Sets up initial layer groupings |
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IsAnyMontagePlaying() |
Returns true if any montage is playing currently. |
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IsPlayingSlotAnimation ( |
Return true if this instance playing the slot animation, also returning the montage it is playing on |
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IsPlayingSlotAnimation ( |
Return true if it's playing the slot animation |
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IsPostUpdatingAnimation() |
Is this animation currently running post update |
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IsRunningParallelEvaluation() |
Are we being evaluated on a worker thread. |
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IsSyncGroupBetweenMarkers |
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IsUsingMainInstanceMontageEvaluationData() |
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LinkAnimClassLayers ( |
Runs through all layer nodes, attempting to find layer nodes that are implemented by the specified class, then sets up a linked instance of the class for each. |
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LinkAnimGraphByTag ( |
Runs through all nodes, attempting to find a linked instance by name/tag, then sets the class of each node if the tag matches |
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LockAIResources |
Locks indicated AI resources of animated pawn DEPRECATED. Use LockAIResourcesWithAnimation instead |
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MakeMontageTickRecord ( |
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Montage_Advance ( |
Advance montages |
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FOnMontageBl... |
Montage_GetBlendingOutDelegate ( |
Get pointer to BlendingOutStarted delegate for Montage. |
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float |
Montage_GetBlendTime ( |
Get the current blend time of the Montage. |
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Montage_GetCurrentSection ( |
Returns the name of the current animation montage section. |
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Montage_GetIsStopped ( |
Return true if Montage is not currently active. (not valid or blending out) |
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Montage_GetNextSectionID ( |
Get next sectionID for given section ID |
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float |
Montage_GetPlayRate ( |
Get PlayRate for Montage. |
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float |
Montage_GetPosition ( |
Get Current Montage Position |
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Montage_IsActive ( |
Returns true if the animation montage is active. |
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Montage_IsPlaying ( |
Returns true if the animation montage is currently active and playing. |
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Montage_JumpToSection ( |
Makes a montage jump to a named section. |
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Montage_JumpToSectionsEnd ( |
Makes a montage jump to the end of a named section. |
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Montage_Pause ( |
Pauses the animation montage. If reference is NULL, it will pause ALL active montages. |
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float |
Montage_Play ( |
Plays an animation montage. |
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float |
Montage_PlayInternal ( |
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float |
Montage_PlayWithBlendIn ( |
Plays an animation montage. |
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float |
Montage_PlayWithBlendSettings ( |
Plays an animation montage. |
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Montage_Resume ( |
Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages. |
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Montage_SetBlendingOutDelegate ( |
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Montage_SetEndDelegate ( |
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Montage_SetNextSection ( |
Relink new next section AFTER SectionNameToChange in run-time You can link section order the way you like in editor, but in run-time if you'd like to change it dynamically, use this function to relink the next section For example, you can have Start->Loop->Loop->Loop.... |
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Montage_SetPlayRate ( |
Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate. |
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Montage_SetPosition ( |
Set position. |
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Montage_Stop ( |
Stops the animation montage. |
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Montage_StopGroupByName ( |
Stops all active montages belonging to a group. |
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Montage_StopInternal ( |
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Montage_StopWithBlendOut ( |
Same as Montage_Stop. |
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Montage_StopWithBlendSettings ( |
Same as Montage_Stop, but all blend settings are provided instead of using the ones on the montage asset |
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Montage_UpdateWeight ( |
Update weight of montages |
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MontageSync_Follow ( |
Synchronize a montage to another anim instance's montage. Both montages must be playing already |
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MontageSync_StopFollowing ( |
Stop following the montage's leader in this anim instance |
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NativeBeginPlay() |
Executed when begin play is called on the owning component. |
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NativeInitializeAnimation() |
The below functions are the native overrides for each phase Native initialization override point |
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NativePostEvaluateAnimation() |
Native Post Evaluate override point. |
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NativeUninitializeAnimation() |
Native Uninitialize override point. |
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NativeUpdateAnimation ( |
Native update override point. |
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NeedsUpdate() |
Can does this anim instance need an update (parallel or not)? |
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OnMontageInstanceStopped ( |
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OnUROPreInterpolation_AnyThread ( |
Called before URO interpolation is performed. |
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OnUROSkipTickAnimation() |
Called when skipping an animation update because of URO. |
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ParallelCanEvaluate ( |
Check whether evaluation can be performed on the supplied skeletal mesh. |
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ParallelEvaluateAnimation ( |
Perform evaluation. Can be called from worker threads. |
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ParallelUpdateAnimation() |
Run update animation work on a worker thread |
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PCV_ShouldNotifyAboutNodesNotUsingFastPath() |
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PCV_ShouldWarnAboutNodesNotUsingFastPath() |
Warn if AnimNodes are not using fast path during AnimBP compilation. |
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UAnimMontage... |
PlaySlotAnimationAsDynamicMontage ( |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage. |
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UAnimMontage... |
PlaySlotAnimationAsDynamicMontage_WithBlendArgs ( |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in arguments. |
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UAnimMontage... |
PlaySlotAnimationAsDynamicMontage_WithBlendSettings ( |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in settings. |
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PostEvaluateAnimation() |
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PostUpdateAnimation() |
Called after updates are completed, dispatches notifies etc. |
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PreEvaluateAnimation() |
Called on the game thread pre-evaluation. |
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PreUpdateAnimation ( |
Called to setup for updates |
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QueueMontageBlendingOutEvent ( |
Queue a Montage BlendingOut Event to be triggered. |
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QueueMontageEndedEvent ( |
Queue a Montage Ended Event to be triggered. |
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QueueRootMotionBlend ( |
Queue blended root motion. |
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RecalcRequiredBones() |
Recalculate Required Bones [RequiredBones] Is called when bRequiredBonesUpToDate = false |
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RecalcRequiredCurves ( |
Recalculate Required Curves based on Required Bones [RequiredBones] |
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RecordMachineWeight ( |
Given a machine index, record a state machine weight for this frame |
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RecordStateWeight |
Given a machine and state index, record a state weight for this frame |
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RefreshCurves ( |
Refresh currently existing curves |
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RemoveExternalNotifyHandler |
Other UObjects should call this to remove themselves from the callbacks |
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RemovePoseSnapshot ( |
Remove a previously saved pose snapshot from the internal snapshot cache |
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RequestMontageInertialization ( |
Builds an inertialization request from the montage's group and provided duration |
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RequestSlotGroupInertialization ( |
Requests an inertial blend during the next anim graph update. |
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ResetDynamics ( |
Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.) |
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SavePoseSnapshot ( |
Takes a snapshot of the current skeletal mesh component pose & saves it internally. |
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SetMorphTarget ( |
Sets a morph target to a certain weight. |
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SetPropagateNotifiesToLinkedInstances ( |
Set whether to propagate notifies to any linked anim instances |
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SetReceiveNotifiesFromLinkedInstances ( |
Set whether to process notifies from any linked anim instances |
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SetRootMotionMode ( |
Set RootMotionMode |
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SetUseMainInstanceMontageEvaluationData ( |
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ShouldExtractRootMotion() |
Should Extract Root Motion or not. Return true if we do. |
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ShouldTriggerAnimNotifyState ( |
Return whether this AnimNotifyState should be triggered |
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SnapshotPose ( |
Takes a snapshot of the current skeletal mesh component pose and saves it to the specified snapshot. |
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StopAllMontages ( |
Stop all montages that are active |
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StopAllMontagesByGroupName ( |
Stop all active montages belonging to 'InGroupName' |
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StopSlotAnimation ( |
Stops currently playing slot animation slot or all |
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SwapCurveWithEvaluationContext ( |
Swap curves out for evaluation |
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TriggerAnimNotifies ( |
Trigger AnimNotifies |
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TriggerSingleAnimNotify ( |
Trigger an AnimNotify using an EventReference that provide context used in derived notify events |
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TriggerSingleAnimNotify ( |
Trigger an AnimNotify. that this version does not provide any context for the event |
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APawn * |
TryGetPawnOwner() |
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UninitializeAnimation() |
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UnlinkAnimClassLayers ( |
Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. |
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UnlockAIResources |
Unlocks indicated AI resources of animated pawn. |
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UpdateAnimation ( |
Update Animation code-paths, updates and advances animation state, returns whether or not the actual update should have been called immediately |
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UpdateCurves ( |
Update all internal curves from Blended Curve |
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UpdateCurvesPostEvaluation() |
Update curves once evaluation has taken place. Mostly pushes curves to materials/morphs |
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UpdateCurvesToComponents ( |
Update animation curves to component |
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UpdateCurvesToEvaluationContext ( |
Pushes blended heap curve to output curves in the proxy using required bones cached data |
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UpdateMontageEvaluationData() |
Updates the montage data used for evaluation based on the current playing montages. |
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UpdateSnapshotAndSkipRemainingUpdate() |
Returns true if a snapshot is being played back and the remainder of Update should be skipped. |
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WasAnimNotifyNameTriggeredInAnyState ( |
Get whether the animation notify with the specified name triggered last tick. |
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WasAnimNotifyNameTriggeredInSourceState |
Get whether the most relevant animation triggered the animation notify with the specified name last tick.. |
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WasAnimNotifyNameTriggeredInStateMachine |
Get whether the given state machine triggered the animation notify with the specified name last tick. |
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WasAnimNotifyStateActiveInAnyState ( |
Get whether a particular notify state was active in any state machine last tick. |
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WasAnimNotifyStateActiveInSourceState ( |
Get whether a particular notify state is active in a specific state last tick. |
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WasAnimNotifyStateActiveInStateMachine ( |
Get whether a particular notify state is active in a specific state machine last tick. |
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WasAnimNotifyTriggeredInAnyState ( |
Get whether an animation notify of a given type was triggered last tick. |
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WasAnimNotifyTriggeredInSourceState ( |
Get whether the most relevant animation was in a particular notify state last tick. |
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WasAnimNotifyTriggeredInStateMachine ( |
Get whether a particular notify type was active in a specific state machine last tick. |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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EUpdateAnimationFlag |
Flag passed to UpdateAnimation, determines the path we follow |
Name |
Description |
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ProxyType |
Name | Description | ||
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uint8: 1 |
bCanUseParallelUpdateAnimation_DEPRECATED |
DEPRECATED: No longer used. |
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uint8: 1 |
bRunUpdatesInWorkerThreads_DEPRECATED |
DEPRECATED: No longer used. |
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uint8: 1 |
bWarnAboutBlueprintUsage_DEPRECATED |
This variable is no longer used. Use bWarnAboutBlueprintUsage on the UAnimBlueprint to control this. |
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float |
DeltaTime_DEPRECATED |
DeltaTime |
Name | Description | ||
---|---|---|---|
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float |
CalculateDirection |
Please use UKismetAnimationLibrary::CalculateDirection instead |
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ClearLayerOverlay ( |
Function renamed, please use UnlinkAnimClassLayers |
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FAnimMontage... |
GetActiveInstanceForMontage ( |
Please use GetActiveInstanceForMontage(const UAnimMontage* Montage) |
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GetAnimationCurveList ( |
This function is deprecated. Use AppendAnimationCurveList instead. |
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UAnimInstanc... |
GetLayerSubInstanceByClass ( |
Function renamed, please use GetLinkedAnimLayerInstanceByClass |
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UAnimInstanc... |
GetLayerSubInstanceByGroup ( |
Function renamed, please use GetLinkedAnimLayerInstanceByGroup |
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GetLinkedAnimGraphInstancesByTag ( |
Tags are unique so this function is no longer supported. Please use GetLinkedAnimGraphInstanceByTag instead |
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FAnimNode_Li... |
GetSubInputNode |
Function renamed, please use GetLinkedInputPoseNode |
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UAnimInstanc... |
GetSubInstanceByTag ( |
Function renamed, please use GetLinkedAnimGraphInstanceByTag |
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GetSubInstancesByTag ( |
Function renamed, please use GetLinkedAnimGraphInstancesByTag |
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NativeUpdateAnimation_WorkerThread ( |
This function is only called for backwards-compatibility. It is no longer called on a worker thread. |
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OnUROPreInterpolation() |
This function is deprecated, please use OnUROPreInterpolation_AnyThread |
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ParallelEvaluateAnimation ( |
Please use ParallelEvaluateAnimation with different signature. |
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ResetDynamics() |
Please use ResetDynamics with a ETeleportType argument |
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SetLayerOverlay ( |
Function renamed, please use LinkAnimClassLayers |
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SetSubInstanceClassByTag ( |
Function renamed, please use LinkAnimGraphByTag |
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StopAllMontagesByGroupName ( |
Use StopAllMontagesByGroupName with other signature. |