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UAnimInstance

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Inheritance Hierarchy

Syntax

class UAnimInstance : public UObject

Variables

Name Description

Public variable

TArray < FAnimNo ...

 

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.

Protected variable

TMap < class UAn ...

 

ActiveMontagesMap

Map between Active Montages and their FAnimMontageInstance

Protected variable

FAnimInstancePr ...

 

AnimInstanceProxy

Proxy object, nothing should access this from an externally-callable API as it is used as a scratch area on worker threads

Public variable

bool

 

bNeedsUpdate

Flag to check back on the game thread that indicates we need to run PostUpdateAnimation() in the post-eval call

Public variable

bool

 

bUseMultiThreadedAnimationUpdate

Allows this anim instance to update its native update, blend tree, montages and asset players on a worker thread.

Public variable

double

 

CurrentLifeTimerScrubPosition

Current scrubbing playback position (only used when debugging in Persona)

Public variable

USkeleton *

 

CurrentSkeleton

This is used to extract animation. If Mesh exists, this will be overwritten by Mesh->Skeleton

Public variable

FGraphTraversal ...

 

DebugDataCounter

Public variable

double

 

LifeTimer

Maximum playback position ever reached (only used when debugging in Persona)

Public variable

TArray < struct ...

 

MontageInstances

AnimMontage instances that are running currently

Public variable

FAnimNotifyQueu ...

 

NotifyQueue

Animation Notifies that has been triggered in the latest tick

Public variable

FOnAllMontageIn ...

 

OnAllMontageInstancesEnded

Called when all Montage instances have ended.

Public variable

FOnMontageBlend ...

 

OnMontageBlendingOut

Called when a montage starts blending out, whether interrupted or finished

Public variable

FOnMontageEnded ...

 

OnMontageEnded

Called when a montage has ended, whether interrupted or finished

Public variable

FOnMontageStart ...

 

OnMontageStarted

Called when a montage has started

Public variable

FPlayMontageAni ...

 

OnPlayMontageNotifyBegin

Called when a montage hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' begin

Public variable

FPlayMontageAni ...

 

OnPlayMontageNotifyEnd

Called when a montage hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' end

Public variable

FSoftClassPath

 

PostCompileValidationClassName

ANIMINST_PostCompileValidation.

Public variable

TEnumAsByte < ER ...

 

RootMotionMode

Sets where this blueprint pulls Root Motion from.

Constructors

Name Description

Public function

UAnimInstance

(
    const FObjectInitializer & ObjectIn...
)

UAnimInstance .

Destructors

Name Description

Public function

~UAnimInstance()

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

Functions

Name Description

Public function

void

 

AddCurveValue

(
    const FName & CurveName,
    float Value
)

Add curve float data, using a curve name.

Public function

void

 

AddCurveValue

(
    const USkeleton::AnimCurveUID Uid,
    float Value
)

Add curve float data using a curve Uid, the name of the curve will be resolved from the skeleton

Public function

void

 

AddNativeStateEntryBinding

(
    const FName & MachineName,
    const FName & StateName,
    const FOnGraphStateChanged & Native...
)

Sets up a native state entry delegate from state with StateName, in the state machine with name MachineName.

Public function

void

 

AddNativeStateExitBinding

(
    const FName & MachineName,
    const FName & StateName,
    const FOnGraphStateChanged & Native...
)

Sets up a native state exit delegate from state with StateName, in the state machine with name MachineName.

Public function

void

 

AddNativeTransitionBinding

(
    const FName & MachineName,
    const FName & PrevStateName,
    const FName & NextStateName,
    const FCanTakeTransition & NativeTr...,
    const FName & TransitionName
)

Sets up a native transition delegate between states with PrevStateName and NextStateName, in the state machine with name MachineName.

Public function Static

void

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Public function

void

 

BlueprintBeginPlay()

Executed when begin play is called on the owning component

Public function

void

 

BlueprintInitializeAnimation()

Executed when the Animation is initialized

Public function

void

 

BlueprintPostEvaluateAnimation()

Executed after the Animation is evaluated

Public function

void

 

BlueprintUpdateAnimation

(
    float DeltaTimeX
)

Executed when the Animation is updated

Public function

float

 

CalcSlotMontageLocalWeight

(
    const FName & SlotNodeName
)

Get local weight of any montages this slot is playing.

Public function

float

 

CalculateDirection

(
    const FVector & Velocity,
    const FRotator & BaseRotation
)

Returns degree of the angle betwee velocity and Rotation forward vector The range of return will be from [-180, 180], and this can be used to feed blendspace directional value

Public function

bool

 

CanTransitionSignature()

Public function

void

 

ClearMontageInstanceReferences

(
    FAnimMontageInstance & InMontageIns...
)

Public function

void

 

ClearMorphTargets()

Clears the current morph targets.

Public function

FRootMotionM ...

 

ConsumeExtractedRootMotion

(
    float Alpha
)

Get current accumulated root motion, removing it from the AnimInstance in the process

Protected function Virtual

FAnimInstanc ...

 

CreateAnimInstanceProxy()

Override point for derived classes to create their own proxy objects (allows custom allocation)

Protected function Virtual

void

 

DestroyAnimInstanceProxy

(
    FAnimInstanceProxy * InProxy
)

Override point for derived classes to destroy their own proxy objects (allows custom allocation)

Public function

void

 

DispatchQueuedAnimEvents()

Dispatch AnimEvents (AnimNotifies, Montage Events) queued during UpdateAnimation()

Public function

void

 

DisplayDebug

(
    UCanvas * Canvas,
    const FDebugDisplayInfo & DebugDisp...,
    float& YL,
    float& YPos
)

Debug output for this anim instance.

Public function

void

 

EndNotifyStates()

Triggers end on active notify states and clears the array

Public function

FAnimMontage ...

 

GetActiveInstanceForMontage

(
    const UAnimMontage * Montage
)

Get Active FAnimMontageInstance for given Montage asset.

Public function

FAnimMontage ...

 

GetActiveInstanceForMontage

(
    UAnimMontage const& Montage
)

Get Active FAnimMontageInstance for given Montage asset.

Public function

FAnimMontage ...

 

GetActiveMontageInstance()

Get Currently active montage instance.

Public function

void

 

GetAnimationCurveList

(
    EAnimCurveType Type,
    TMap < FName , float >& OutCurveList
)

Retrieve animation curve list by Curve Flags, it will return list of {UID, value} It will clear the OutCurveList before adding

Public function

UAnimMontage ...

 

GetCurrentActiveMontage()

Get a current Active Montage in this AnimInstance.

Public function

FName

 

GetCurrentStateName

(
    int32 MachineIndex
)

Returns the name of a currently active state in a state machine.

Public function

bool

 

GetCurveValue

(
    FName CurveName,
    float& OutValue
)

Returns value of named curved in OutValue, returns whether the curve was actually found or not.

Public function

float

 

GetCurveValue

(
    FName CurveName
)

Returns the value of a named curve.

Public function

int32

 

GetInstanceAssetPlayerIndex

(
    FName MachineName,
    FName StateName,
    FName InstanceName
)

Get the index of the specified instance asset player.

Public function

float

 

GetInstanceAssetPlayerLength

(
    int32 AssetPlayerIndex
)

NOTE: Derived anim getters

Public function

float

 

GetInstanceAssetPlayerTime

(
    int32 AssetPlayerIndex
)

Get the current accumulated time in seconds for an asset player node

Public function

float

 

GetInstanceAssetPlayerTimeFraction

(
    int32 AssetPlayerIndex
)

Get the current accumulated time as a fraction for an asset player node

Public function

float

 

GetInstanceAssetPlayerTimeFromEnd

(
    int32 AssetPlayerIndex
)

Get the time in seconds from the end of an animation in an asset player node

Public function

float

 

GetInstanceAssetPlayerTimeFromEndFraction

(
    int32 AssetPlayerIndex
)

Get the time as a fraction of the asset length of an animation in an asset player node

Public function

float

 

GetInstanceCurrentStateElapsedTime

(
    int32 MachineIndex
)

Get the current elapsed time of a state within the specified state machine

Public function

float

 

GetInstanceMachineWeight

(
    int32 MachineIndex
)

Get the blend weight of a specified state machine

Public function

float

 

GetInstanceStateWeight

(
    int32 MachineIndex,
    int32 StateIndex
)

Get the blend weight of a specified state

Public function

float

 

GetInstanceTransitionCrossfadeDuration

(
    int32 MachineIndex,
    int32 TransitionIndex
)

Get the crossfade duration of a specified transition

Public function

float

 

GetInstanceTransitionTimeElapsed

(
    int32 MachineIndex,
    int32 TransitionIndex
)

Get the elapsed time in seconds of a specified transition

Public function

float

 

GetInstanceTransitionTimeElapsedFraction

(
    int32 MachineIndex,
    int32 TransitionIndex
)

Get the elapsed time as a fraction of the crossfade duration of a specified transition

Public function

const FBaked ...

 

GetMachineDescription

(
    IAnimClassInterface * AnimBluep...,
    FAnimNode_StateMachine * Machin...
)

Get the machine description for the specified instance.

Public function

FAnimMontage ...

 

GetMontageInstanceForID

(
    int32 MontageInstanceID
)

Get the FAnimMontageInstance currently running that matches this ID.

Public function

AActor *

 

GetOwningActor()

Returns the owning actor of this AnimInstance

Public function

USkeletalMes ...

 

GetOwningComponent()

Returns the skeletal mesh component that has created this AnimInstance.

Protected function

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

Protected function

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

Protected function

T &

 

GetProxyOnGameThread()

Access the proxy but block if a task is currently in progress as it wouldn't be safe to access it

Protected function

const T &

 

GetProxyOnGameThread()

Access the proxy but block if a task is currently in progress as it wouldn't be safe to access it

Public function

float

 

GetRelevantAnimLength

(
    int32 MachineIndex,
    int32 StateIndex
)

Get the length in seconds of the most relevant animation in the source state

Public function

float

 

GetRelevantAnimTime

(
    int32 MachineIndex,
    int32 StateIndex
)

Get the current accumulated time in seconds for the most relevant animation in the source state

Public function

float

 

GetRelevantAnimTimeFraction

(
    int32 MachineIndex,
    int32 StateIndex
)

Get the current accumulated time as a fraction of the length of the most relevant animation in the source state

Public function

float

 

GetRelevantAnimTimeRemaining

(
    int32 MachineIndex,
    int32 StateIndex
)

Get the time remaining in seconds for the most relevant animation in the source state

Public function

float

 

GetRelevantAnimTimeRemainingFraction

(
    int32 MachineIndex,
    int32 StateIndex
)

Get the time remaining as a fraction of the duration for the most relevant animation in the source state

Public function

FAnimNode_As ...

 

GetRelevantAssetPlayerFromState

(
    int32 MachineIndex,
    int32 StateIndex
)

Gets the most relevant asset player in a specified state

Public function

FBoneContain ...

 

GetRequiredBones()

Access the required bones array

Public function

const FBoneC ...

 

GetRequiredBones()

Public function

FAnimMontage ...

 

GetRootMotionMontageInstance()

Root Motion.

Public function

USkeletalMes ...

 

GetSkelMeshComponent()

Public function

float

 

GetSlotMontageGlobalWeight

(
    const FName & SlotNodeName
)

Get Global weight of any montages this slot node is playing.

Public function

float

 

GetSlotMontageLocalWeight

(
    const FName & SlotNodeName
)

Get local weight of any montages this slot node is playing.

Public function

float

 

GetSlotNodeGlobalWeight

(
    const FName & SlotNodeName
)

Get global weight in AnimGraph for this slot node.

Public function

int32

 

GetStateMachineIndex

(
    FName MachineName
)

Gets the index of the state machine matching MachineName

Public function

void

 

GetStateMachineIndexAndDescription

(
    FName InMachineName,
    int32 & OutMachineIndex,
    const FBakedAnimationStateMachine &...
)

Public function

FAnimNode_St ...

 

GetStateMachineInstance

(
    int32 MachineIndex
)

Gets the runtime instance of the specified state machine

Public function

const FBaked ...

 

GetStateMachineInstanceDesc

(
    FName MachineName
)

Gets the runtime instance desc of the state machine specified by name

Public function

FAnimNode_St ...

 

GetStateMachineInstanceFromName

(
    FName MachineName
)

Gets the runtime instance of the specified state machine by Name

Public function

FAnimNode_Su ...

 

GetSubInputNode()

Public function

int32

 

GetSyncGroupIndexFromName

(
    FName SyncGroupName
)

Returns the baked sync group index from the compile step

Public function

FMarkerSyncA ...

 

GetSyncGroupPosition

(
    FName InSyncGroupName
)

Public function

bool

 

GetTimeToClosestMarker

(
    FName SyncGroup,
    FName MarkerName,
    float& OutMarkerTime
)

AI communication end //

Public function

const FGraph ...

 

GetUpdateCounter()

Access a read only version of the Updater Counter from the AnimInstanceProxy on the GameThread.

Public function Virtual

UWorld *

 

GetWorld()

Public function

bool

 

HasMarkerBeenHitThisFrame

(
    FName SyncGroup,
    FName MarkerName
)

Public function

bool

 

HasMorphTargetCurves()

Check whether we have active morph target curves

Public function

bool

 

HasNativeStateEntryBinding

(
    const FName & MachineName,
    const FName & StateName,
    FName & OutBindingName
)

Check for whether a native entry delegate is bound to the specified state.

Public function

bool

 

HasNativeStateExitBinding

(
    const FName & MachineName,
    const FName & StateName,
    FName & OutBindingName
)

Check for whether a native exit delegate is bound to the specified state.

Public function

bool

 

HasNativeTransitionBinding

(
    const FName & MachineName,
    const FName & PrevStateName,
    const FName & NextStateName,
    FName & OutBindingName
)

Check for whether a native rule is bound to the specified transition.

Public function

void

 

InitializeAnimation()

Animation phase trigger start with initialize update happens in every tick.

Public function

bool

 

IsAnyMontagePlaying()

Returns true if any montage is playing currently.

Public function

bool

 

IsPlayingSlotAnimation

(
    const UAnimSequenceBase * Asset,
    FName SlotNodeName,
    UAnimMontage *& OutMontage
)

Return true if this instance playing the slot animation, also returning the montage it is playing on

Public function

bool

 

IsPlayingSlotAnimation

(
    const UAnimSequenceBase * Asset,
    FName SlotNodeName
)

Return true if it's playing the slot animation

Public function

bool

 

IsPostUpdatingAnimation()

Is this animation currently running post update

Public function

bool

 

IsRunningParallelEvaluation()

Are we being evaluated on a worker thread.

Public function

bool

 

IsSlotNodeRelevantForNotifies

(
    FName SlotNodeName
)

Public function

bool

 

IsSyncGroupBetweenMarkers

(
    FName InSyncGroupName,
    FName PreviousMarker,
    FName NextMarker,
    bool bRespectMarkerOrder
)

Public function

void

 

LockAIResources

(
    bool bLockMovement,
    bool LockAILogic
)

AI communication start //

Public function

void

 

MakeMontageTickRecord

(
    FAnimTickRecord & TickRecord,
    UAnimMontage * Montage,
    float CurrentPosition,
    float PreviousPosition,
    float MoveDelta,
    float Weight,
    TArray < FPassedMarker >& MarkersPa...,
    FMarkerTickRecord & MarkerTickRecor...
)

This is only used by montage marker based sync

Protected function Virtual

void

 

Montage_Advance

(
    float DeltaSeconds
)

Advance montages

Public function

FOnMontageBl ...

 

Montage_GetBlendingOutDelegate

(
    UAnimMontage * Montage
)

Get pointer to BlendingOutStarted delegate for Montage.

Public function

float

 

Montage_GetBlendTime

(
    const UAnimMontage * Montage
)

Get the current blend time of the Montage.

Public function

FName

 

Montage_GetCurrentSection

(
    const UAnimMontage * Montage
)

Returns the name of the current animation montage section.

Public function

bool

 

Montage_GetIsStopped

(
    const UAnimMontage * Montage
)

Return true if Montage is not currently active. (not valid or blending out)

Public function

int32

 

Montage_GetNextSectionID

(
    const UAnimMontage * Montage,
    int32 const& CurrentSectionID
)

Get next sectionID for given section ID

Public function

float

 

Montage_GetPlayRate

(
    const UAnimMontage * Montage
)

Get PlayRate for Montage.

Public function

float

 

Montage_GetPosition

(
    const UAnimMontage * Montage
)

Get Current Montage Position

Public function

bool

 

Montage_IsActive

(
    const UAnimMontage * Montage
)

Returns true if the animation montage is active.

Public function

bool

 

Montage_IsPlaying

(
    const UAnimMontage * Montage
)

Returns true if the animation montage is currently active and playing.

Public function

void

 

Montage_JumpToSection

(
    FName SectionName,
    const UAnimMontage * Montage
)

Makes a montage jump to a named section.

Public function

void

 

Montage_JumpToSectionsEnd

(
    FName SectionName,
    const UAnimMontage * Montage
)

Makes a montage jump to the end of a named section.

Public function

void

 

Montage_Pause

(
    const UAnimMontage * Montage
)

Pauses the animation montage. If reference is NULL, it will pause ALL active montages.

Public function

float

 

Montage_Play

(
    UAnimMontage * MontageToPlay,
    float InPlayRate,
    EMontagePlayReturnType ReturnValueT...,
    float InTimeToStartMontageAt
)

Plays an animation montage.

Public function

void

 

Montage_Resume

(
    const UAnimMontage * Montage
)

Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages.

Public function

void

 

Montage_SetBlendingOutDelegate

(
    FOnMontageBlendingOutStarted & InOn...,
    UAnimMontage * Montage
)

Public function

void

 

Montage_SetEndDelegate

(
    FOnMontageEnded & InOnMontageEnded,
    UAnimMontage * Montage
)

Public function

void

 

Montage_SetNextSection

(
    FName SectionNameToChange,
    FName NextSection,
    const UAnimMontage * Montage
)

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....

Public function

void

 

Montage_SetPlayRate

(
    const UAnimMontage * Montage,
    float NewPlayRate
)

Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate.

Public function

void

 

Montage_SetPosition

(
    const UAnimMontage * Montage,
    float NewPosition
)

Set position.

Public function

void

 

Montage_Stop

(
    float InBlendOutTime,
    const UAnimMontage * Montage
)

Stops the animation montage. If reference is NULL, it will stop ALL active montages.

Protected function Virtual

void

 

Montage_UpdateWeight

(
    float DeltaSeconds
)

Update weight of 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

 

NativeUninitializeAnimation()

Native Uninitialize override point.

Public function Virtual

void

 

NativeUpdateAnimation

(
    float DeltaSeconds
)

Native update override point.

Public function Virtual

void

 

NativeUpdateAnimation_WorkerThread

(
    float DeltaSeconds
)

Native update override point.

Public function

bool

 

NeedsUpdate()

Can does this anim instance need an update (parallel or not)?

Public function Virtual

void

 

OnMontageInstanceStopped

(
    FAnimMontageInstance & StoppedMonta...
)

Public function Virtual

void

 

OnUROPreInterpolation()

Public function Virtual

void

 

OnUROSkipTickAnimation()

WITH_EDITORONLY_DATA.

Public function

bool

 

ParallelCanEvaluate

(
    const USkeletalMesh * InSkeleta...
)

Check whether evaluation can be performed on the supplied skeletal mesh.

Public function

void

 

ParallelEvaluateAnimation

(
    bool bForceRefPose,
    const USkeletalMesh * InSkeleta...,
    TArray < FTransform >& OutBoneSpace...,
    FBlendedHeapCurve & OutCurve,
    FCompactPose & OutPose
)

Perform evaluation. Can be called from worker threads.

Public function

void

 

ParallelUpdateAnimation()

Run update animation work on a worker thread

Public function Virtual

bool

 

PCV_ShouldWarnAboutNodesNotUsingFastPath()

Warn if AnimNodes are not using fast path during AnimBP compilation.

Public function

float

 

PlaySlotAnimation

(
    UAnimSequenceBase * Asset,
    FName SlotNodeName,
    float BlendInTime,
    float BlendOutTime,
    float InPlayRate,
    int32 LoopCount
)

DEPRECATED.

Public function

UAnimMontage ...

 

PlaySlotAnimationAsDynamicMontage

(
    UAnimSequenceBase * Asset,
    FName SlotNodeName,
    float BlendInTime,
    float BlendOutTime,
    float InPlayRate,
    int32 LoopCount,
    float BlendOutTriggerTime,
    float InTimeToStartMontageAt
)

Play normal animation asset on the slot node by creating a dynamic UAnimMontage .

Public function

void

 

PostEvaluateAnimation()

Public function

void

 

PostUpdateAnimation()

Called after updates are completed, dispatches notifies etc.

Public function

void

 

PreEvaluateAnimation()

Called on the game thread pre-evaluation.

Protected function Virtual

void

 

PreUpdateAnimation

(
    float DeltaSeconds
)

Called to setup for updates

Public function

void

 

QueueMontageBlendingOutEvent

(
    const FQueuedMontageBlendingOutEven ...
)

Queue a Montage BlendingOut Event to be triggered.

Public function

void

 

QueueMontageEndedEvent

(
    const FQueuedMontageEndedEvent & Mo...
)

Queue a Montage Ended Event to be triggered.

Public function

void

 

QueueRootMotionBlend

(
    const FTransform & RootTransform,
    const FName & SlotName,
    float Weight
)

Queue blended root motion.

Public function

void

 

RecalcRequiredBones()

Recalculate Required Bones [RequiredBones] Is called when bRequiredBonesUpToDate = false

Public function

void

 

RecalcRequiredCurves

(
    const FCurveEvaluationOption & Curv...
)

Recalculate Required Curves based on Required Bones [RequiredBones]

Public function

void

 

RecordMachineWeight

(
    const int32 InMachineClassIndex,
    const float InMachineWeight
)

Given a machine index, record a state machine weight for this frame

Public function

void

 

RecordStateWeight

(
    const int32 InMachineClassIndex,
    const int32 InStateIndex,
    const float InStateWeight
)

Given a machine and state index, record a state weight for this frame

Public function

void

 

RefreshCurves

(
    USkeletalMeshComponent * Compon...
)

Refresh currently existing curves

Public function

void

 

ResetDynamics()

Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.)

Public function Virtual

void

 

SavePoseSnapshot

(
    FName SnapshotName
)

Takes a snapshot of the current skeletal mesh component pose & saves it internally.

Public function

void

 

SetMorphTarget

(
    FName MorphTargetName,
    float Value
)

Sets a morph target to a certain weight.

Public function

void

 

SetRootMotionMode

Set RootMotionMode

Public function

bool

 

ShouldExtractRootMotion()

Should Extract Root Motion or not. Return true if we do.

Public function Virtual

void

 

SnapshotPose

(
    FPoseSnapshot & Snapshot
)

Takes a snapshot of the current skeletal mesh component pose and saves it to the specified snapshot.

Protected function

void

 

StopAllMontages

(
    float BlendOut
)

Stop all montages that are active

Protected function

void

 

StopAllMontagesByGroupName

(
    FName InGroupName,
    const FAlphaBlend & BlendOut
)

Stop all active montages belonging to 'InGroupName'

Public function

void

 

StopSlotAnimation

(
    float InBlendOutTime,
    FName SlotNodeName
)

Stops currently playing slot animation slot or all

Public function

void

 

TriggerAnimNotifies

(
    float DeltaSeconds
)

Trigger AnimNotifies

Public function

void

 

TriggerSingleAnimNotify

(
    const FAnimNotifyEvent * AnimNo...
)

Public function Virtual

APawn *

 

TryGetPawnOwner()

Kismet event functions

Public function

void

 

UninitializeAnimation()

Public function

void

 

UnlockAIResources

(
    bool bUnlockMovement,
    bool UnlockAILogic
)

Unlocks indicated AI resources of animated pawn.

Public function

void

 

UpdateAnimation

(
    float DeltaSeconds,
    bool bNeedsValidRootMotion
)

Public function

void

 

UpdateCurves

(
    const FBlendedHeapCurve & InCurves
)

Update all internal curves from Blended Curve

Protected function

void

 

UpdateCurvesToComponents

(
    USkeletalMeshComponent * Compon...
)

Update animation curves to component

Protected function

void

 

UpdateMontageEvaluationData()

Updates the montage data used for evaluation based on the current playing montages.

Protected function

bool

 

UpdateSnapshotAndSkipRemainingUpdate()

Returns true if a snapshot is being played back and the remainder of Update should be skipped.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

UObject serializer.

Typedefs

Name

Description

ProxyType

References

Module

Engine

Header

Runtime/Engine/Classes/Animation/AnimInstance.h