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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Animation|Curves | |
| void | GetActiveCurveNames (EAnimCurveType CurveType, TArray< FName > &OutNames) const |
| This returns last up-to-date list of active curve names. | |
| bool | GetCurveValueWithDefault (FName CurveName, float32 DefaultValue, float32 &OutValue) |
| Returns whether a named curve was found, its value, and a default value when it's not found. | |
| void | GetAllCurveNames (TArray< FName > &OutNames) const |
| This returns all curve names. This is the same as calling GetActiveCurveNames with CurveType == AttributeCurve. | |
| float32 | GetCurveValue (FName CurveName) const |
| Returns the value of a named curve. | |
Animation|Dynamics | |
| void | ResetDynamics (ETeleportType InTeleportType) |
| Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.). | |
Animation|Inertial Blending | |
| void | RequestSlotGroupInertialization (FName InSlotGroupName, float32 Duration, const UBlendProfile BlendProfile=nullptr) |
| Requests an inertial blend during the next anim graph update. Requires your anim graph to have a slot node belonging to the specified group name. | |
Animation|Linked Anim Graphs | |
| void | LinkAnimClassLayers (TSubclassOf< UAnimInstance > InClass) |
| 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. Allocates one linked instance to run each of the groups specified in the class, so state is shared. If a layer is not grouped (ie. NAME_None), then state is not shared and a separate linked instance is allocated for each layer node. If InClass is null, then all layers are reset to their defaults. | |
| UAnimInstance | GetLinkedAnimGraphInstanceByTag (FName InTag) const |
| Runs through all nodes, attempting to find the first linked instance by name/tag. | |
| void | GetLinkedAnimGraphInstancesByTag (FName InTag, TArray< UAnimInstance > &OutLinkedInstances) const |
| UAnimInstance | GetLinkedAnimLayerInstanceByClass (TSubclassOf< UAnimInstance > InClass, bool bCheckForChildClass=false) const |
| Gets the first layer linked instance corresponding to the specified class, optionally if bCheckForChildClass is true, it will check IsChildOf on InClass. | |
| UAnimInstance | GetLinkedAnimLayerInstanceByGroup (FName InGroup) const |
| Gets the layer linked instance corresponding to the specified group. | |
| UAnimInstance | GetLinkedAnimLayerInstanceByGroupAndClass (FName InGroup, TSubclassOf< UAnimInstance > InClass) const |
| Gets layer linked instance that matches group and class. | |
| void | GetLinkedAnimLayerInstancesByGroup (FName InGroup, TArray< UAnimInstance > &OutLinkedInstances) const |
| Runs through all nodes, attempting to find all distinct layer linked instances in the group. | |
| void | UnlinkAnimClassLayers (TSubclassOf< UAnimInstance > InClass) |
| Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. State sharing rules are as with SetLayerOverlay. If InClass is null, does nothing. | |
| void | LinkAnimGraphByTag (FName InTag, TSubclassOf< UAnimInstance > InClass) |
| Runs through all nodes, attempting to find a linked instance by name/tag, then sets the class of each node if the tag matches. | |
Animation|Linked Anim Graphs|Montage | |
| void | SetUseMainInstanceMontageEvaluationData (bool bSet) |
| bool | IsUsingMainInstanceMontageEvaluationData () const |
Animation|Morph Targets | |
| void | ClearMorphTargets () |
| Clears the current morph targets. | |
| void | SetMorphTarget (FName MorphTargetName, float32 Value) |
| Sets a morph target to a certain weight. | |
Animation|Pose | |
| void | SnapshotPose (FPoseSnapshot &Snapshot) |
| Takes a snapshot of the current skeletal mesh component pose and saves it to the specified snapshot. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose. | |
| void | RemovePoseSnapshot (FName SnapshotName) |
| Remove a previously saved pose snapshot from the internal snapshot cache. | |
| void | SavePoseSnapshot (FName SnapshotName) |
| Takes a snapshot of the current skeletal mesh component pose & saves it internally. This snapshot can then be retrieved by name in the animation blueprint for blending. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose. | |
Animation|Root Motion | |
| void | SetRootMotionMode (ERootMotionMode Value) |
| Set RootMotionMode. | |
Animation|State Machines | |
| bool | WasAnimNotifyStateActiveInAnyState (TSubclassOf< UAnimNotifyState > AnimNotifyStateType) |
| Get whether a particular notify state was active in any state machine last tick. | |
Animation|Synchronization | |
| FMarkerSyncAnimPosition | GetSyncGroupPosition (FName InSyncGroupName) const |
| bool | HasMarkerBeenHitThisFrame (FName SyncGroup, FName MarkerName) const |
| bool | GetTimeToClosestMarker (FName SyncGroup, FName MarkerName, float32 &OutMarkerTime) const |
| — AI communication end — | |
| bool | IsSyncGroupBetweenMarkers (FName InSyncGroupName, FName PreviousMarker, FName NextMarker, bool bRespectMarkerOrder=true) const |
Montage | |
| void | MontageSync_StopFollowing (const UAnimMontage MontageFollower) |
| Stop following the montage's leader in this anim instance. | |
| void | MontageSync_Follow (const UAnimMontage MontageFollower, const UAnimInstance OtherAnimInstance, const UAnimMontage MontageLeader) |
| Synchronize a montage to another anim instance's montage. Both montages must be playing already. | |
Functions | |
| void | BlueprintUpdateAnimation (float32 DeltaTimeX) |
| Executed when the Animation is updated. | |
| void | BlueprintLinkedAnimationLayersInitialized () |
| Executed when the all Linked Animation Layers are initialized. | |
| void | BlueprintInitializeAnimation () |
| Executed when the Animation is initialized. | |
| void | BlueprintThreadSafeUpdateAnimation (float32 DeltaTime) |
| Executed when the Animation Blueprint is updated on a worker thread, just prior to graph update. | |
| void | BlueprintPostEvaluateAnimation () |
| Executed after the Animation is evaluated. | |
| void | BlueprintBeginPlay () |
| Executed when begin play is called on the owning component. | |
| void | SetbReceiveNotifiesFromLinkedInstances (bool Value) |
| Whether to process notifies from any linked anim instances. | |
| void | SetbPropagateNotifiesToLinkedInstances (bool Value) |
| Whether to propagate notifies to any linked anim instances. | |
| void | SetbUseMainInstanceMontageEvaluationData (bool Value) |
| If true, linked instances will use the main instance's montage data. (i.e. playing a montage on a main instance will play it on the linked layer too.). | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Variables | |
| FOnMontageStartedMCDelegate | OnMontageStarted |
| Called when a montage has started. | |
| FOnMontageBlendedInEndedMCDelegate | OnMontageBlendedIn |
| Called when a montage finishes blending in. | |
| FOnMontageEndedMCDelegate | OnMontageEnded |
| Called when a montage has ended, whether interrupted or finished. | |
| FOnMontageBlendingOutStartedMCDelegate | OnMontageBlendingOut |
| Called when a montage starts blending out, whether interrupted or finished. | |
| FOnAllMontageInstancesEndedMCDelegate | OnAllMontageInstancesEnded |
| Called when all Montage instances have ended. | |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
Animation | |
| const USkeletalMeshComponent | OwningComponent |
| Returns the skeletal mesh component that has created this AnimInstance. | |
| const AActor | OwningActor |
| Returns the owning actor of this AnimInstance. | |
| const float32 | DeltaSeconds |
| Get the current delta time. | |
| float32 | GetDeltaSeconds () const |
| Get the current delta time. | |
| USkeletalMeshComponent | GetOwningComponent () const |
| Returns the skeletal mesh component that has created this AnimInstance. | |
| void | UnlockAIResources (bool bUnlockMovement, bool UnlockAILogic) |
| unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources. DEPRECATED. Use UnlockAIResourcesWithAnimation instead | |
| AActor | GetOwningActor () const |
| Returns the owning actor of this AnimInstance. | |
| APawn | TryGetPawnOwner () const |
| kismet event functions | |
| void | ClearTransitionEvents (const FName EventName) |
| Removes all queued transition requests with the given event name. | |
| UAnimInstance | Blueprint_GetMainAnimInstance () const |
| Get the 'main' anim instance, i.e. the one that is hosted on the skeletal mesh component. | |
| bool | RequestTransitionEvent (const FName EventName, float RequestTimeout, ETransitionRequestQueueMode QueueMode, ETransitionRequestOverwriteMode OverwriteMode) |
| Attempts to queue a transition request, returns true if the request was successful. | |
| float32 | CalculateDirection (FVector Velocity, FRotator BaseRotation) const |
| void | ClearAllTransitionEvents () |
| Removes all queued transition requests. | |
| void | LockAIResources (bool bLockMovement, bool LockAILogic) |
| locks indicated AI resources of animated pawn DEPRECATED. Use LockAIResourcesWithAnimation instead | |
Animation|Montage | |
| const UAnimMontage | CurrentActiveMontage |
| Get a current Active Montage in this AnimInstance. Note that there might be multiple Active at the same time. This will only return the first active one it finds. *. | |
| float32 | Blueprint_GetSlotMontageLocalWeight (FName SlotNodeName) const |
| Get local weight of any montages this slot node is playing. If this slot is not currently playing a montage, it will return 0. | |
| bool | DynamicMontage_IsPlayingFrom (const UAnimSequenceBase Animation) const |
| Returns true if there is an animation montage is currently active and playing that was created from the provided animation. | |
| UAnimMontage | GetCurrentActiveMontage () const |
| Get a current Active Montage in this AnimInstance. Note that there might be multiple Active at the same time. This will only return the first active one it finds. *. | |
| bool | Montage_GetIsStopped (const UAnimMontage Montage) const |
| return true if Montage is not currently active. (not valid or blending out) | |
| bool | IsAnyMontagePlaying () const |
| Returns true if any montage is playing currently. Doesn't mean it's active though, it could be blending out. | |
| bool | IsPlayingSlotAnimation (const UAnimSequenceBase Asset, FName SlotNodeName) const |
| Return true if it's playing the slot animation. | |
| bool | IsSlotActive (FName SlotNodeName) const |
| Return true if this instance has an active montage in the given slot. A UAnimMontage that is playing in the slot and blending out is not determined to be "active". | |
| void | Montage_StopWithBlendSettings (FMontageBlendSettings BlendOutSettings, const UAnimMontage Montage=nullptr) |
| Same as Montage_Stop, but all blend settings are provided instead of using the ones on the montage asset. | |
| void | Montage_SetNextSection (FName SectionNameToChange, FName NextSection, const UAnimMontage Montage=nullptr) |
| 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.... but when you want it to end, you can relink next section of Loop to be End to finish the montage, in which case, it stops looping by Loop->End. | |
| void | Montage_Pause (const UAnimMontage Montage=nullptr) |
| Pauses the animation montage. If reference is NULL, it will pause ALL active montages. | |
| float32 | Montage_Play (UAnimMontage MontageToPlay, float32 InPlayRate=1.000000, EMontagePlayReturnType ReturnValueType=EMontagePlayReturnType ::MontageLength, float32 InTimeToStartMontageAt=0.000000, bool bStopAllMontages=true) |
| Plays an animation montage. Returns the length of the animation montage in seconds. Returns 0.f if failed to play. | |
| UAnimMontage | PlaySlotAnimationAsDynamicMontage_WithBlendSettings (UAnimSequenceBase Asset, FName SlotNodeName, FMontageBlendSettings BlendInSettings, FMontageBlendSettings BlendOutSettings, float32 InPlayRate=1.000000, int LoopCount=1, float32 BlendOutTriggerTime=- 1.000000, float32 InTimeToStartMontageAt=0.000000) |
| Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in settings. You can only play one asset (whether montage or animsequence) at a time per SlotGroup. | |
| FName | Montage_GetCurrentSection (const UAnimMontage Montage=nullptr) const |
| Returns the name of the current animation montage section. | |
| float32 | Montage_GetBlendTime (const UAnimMontage Montage) const |
| Get the current blend time of the Montage. If Montage reference is NULL, it will return the current blend time on the first active Montage found. | |
| void | StopSlotAnimation (float32 InBlendOutTime=0.250000, FName SlotNodeName=NAME_None) |
| Stops currently playing slot animation slot or all. | |
| float32 | Montage_GetPlayRate (const UAnimMontage Montage) const |
| Get PlayRate for Montage. This does not account for RateScale, so it may not reflect the actual play rate seen in game (see Montage_GetEffectivePlayRate). If Montage reference is NULL, PlayRate for any Active Montage will be returned. If Montage is not playing, 0 is returned. | |
| float32 | Montage_GetPosition (const UAnimMontage Montage) const |
| Get Current Montage Position. | |
| float32 | Montage_GetEffectivePlayRate (const UAnimMontage Montage) const |
| Get scaled PlayRate for Montage. This accounts for RateScale, so it will reflect the actual play rate seen in game. If Montage reference is NULL, scaled PlayRate for any Active Montage will be returned. If Montage is not playing, 0 is returned. | |
| bool | Montage_IsPlaying (const UAnimMontage Montage) const |
| Returns true if the animation montage is currently active and playing. If reference is NULL, it will return true is ANY montage is currently active and playing. | |
| void | Montage_JumpToSection (FName SectionName, const UAnimMontage Montage=nullptr) |
| Makes a montage jump to a named section. If Montage reference is NULL, it will do that to all active montages. | |
| void | Montage_JumpToSectionsEnd (FName SectionName, const UAnimMontage Montage=nullptr) |
| Makes a montage jump to the end of a named section. If Montage reference is NULL, it will do that to all active montages. | |
| UAnimMontage | PlaySlotAnimationAsDynamicMontage (UAnimSequenceBase Asset, FName SlotNodeName, float32 BlendInTime=0.250000, float32 BlendOutTime=0.250000, float32 InPlayRate=1.000000, int LoopCount=1, float32 BlendOutTriggerTime=- 1.000000, float32 InTimeToStartMontageAt=0.000000) |
| Play normal animation asset on the slot node by creating a dynamic UAnimMontage. You can only play one asset (whether montage or animsequence) at a time per SlotGroup. | |
| UAnimMontage | PlaySlotAnimationAsDynamicMontage_WithBlendArgs (UAnimSequenceBase Asset, FName SlotNodeName, FAlphaBlendArgs BlendIn, FAlphaBlendArgs BlendOut, float32 InPlayRate=1.000000, int LoopCount=1, float32 BlendOutTriggerTime=- 1.000000, float32 InTimeToStartMontageAt=0.000000) |
| Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in arguments. You can only play one asset (whether montage or animsequence) at a time per SlotGroup. | |
| float32 | Montage_PlayWithBlendIn (UAnimMontage MontageToPlay, FAlphaBlendArgs BlendIn, float32 InPlayRate=1.000000, EMontagePlayReturnType ReturnValueType=EMontagePlayReturnType ::MontageLength, float32 InTimeToStartMontageAt=0.000000, bool bStopAllMontages=true) |
| Plays an animation montage. Same as Montage_Play, but you can specify an AlphaBlend for Blend In settings. | |
| float32 | Montage_PlayWithBlendSettings (UAnimMontage MontageToPlay, FMontageBlendSettings BlendInSettings, float32 InPlayRate=1.000000, EMontagePlayReturnType ReturnValueType=EMontagePlayReturnType ::MontageLength, float32 InTimeToStartMontageAt=0.000000, bool bStopAllMontages=true) |
| Plays an animation montage. Same as Montage_Play, but you can overwrite all of the montage's default blend in settings. | |
| void | Montage_Resume (const UAnimMontage Montage) |
| Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages. | |
| bool | Montage_IsActive (const UAnimMontage Montage) const |
| Returns true if the animation montage is active. If the Montage reference is NULL, it will return true if any Montage is active. | |
| void | Montage_SetPlayRate (const UAnimMontage Montage, float32 NewPlayRate=1.000000) |
| Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate. | |
| void | Montage_SetPosition (const UAnimMontage Montage, float32 NewPosition) |
| Set position. | |
| void | Montage_Stop (float32 InBlendOutTime, const UAnimMontage Montage=nullptr) |
| Stopped montages will blend out using their montage asset's BlendOut, with InBlendOutTime as the BlendTime. | |
| void | Montage_StopGroupByName (float32 InBlendOutTime, FName GroupName) |
| Stops all active montages belonging to a group. | |
| void | Montage_StopWithBlendOut (FAlphaBlendArgs BlendOut, const UAnimMontage Montage=nullptr) |
| Same as Montage_Stop. Uses values from the AlphaBlendArgs. Other settings come from the montage asset. | |
Animation|Notifies | |
| bool | PropagateNotifiesToLinkedInstances |
| Get whether to propagate notifies to any linked anim instances. | |
| bool | ReceiveNotifiesFromLinkedInstances |
| Get whether to process notifies from any linked anim instances. | |
| bool | GetPropagateNotifiesToLinkedInstances () const |
| Get whether to propagate notifies to any linked anim instances. | |
| bool | GetReceiveNotifiesFromLinkedInstances () const |
| Get whether to process notifies from any linked anim instances. | |
| void | SetReceiveNotifiesFromLinkedInstances (bool bSet) |
| Set whether to process notifies from any linked anim instances. | |
| void | SetPropagateNotifiesToLinkedInstances (bool bSet) |
| Set whether to propagate notifies to any linked anim instances. | |
| UAnimInstance Blueprint_GetMainAnimInstance | ( | ) | const |
Get the 'main' anim instance, i.e. the one that is hosted on the skeletal mesh component.
| float32 Blueprint_GetSlotMontageLocalWeight | ( | FName | SlotNodeName | ) | const |
Get local weight of any montages this slot node is playing. If this slot is not currently playing a montage, it will return 0.
| void BlueprintBeginPlay | ( | ) |
Executed when begin play is called on the owning component.
| void BlueprintInitializeAnimation | ( | ) |
Executed when the Animation is initialized.
| void BlueprintLinkedAnimationLayersInitialized | ( | ) |
Executed when the all Linked Animation Layers are initialized.
| void BlueprintPostEvaluateAnimation | ( | ) |
Executed after the Animation is evaluated.
| void BlueprintThreadSafeUpdateAnimation | ( | float32 | DeltaTime | ) |
Executed when the Animation Blueprint is updated on a worker thread, just prior to graph update.
| void BlueprintUpdateAnimation | ( | float32 | DeltaTimeX | ) |
Executed when the Animation is updated.
| void ClearAllTransitionEvents | ( | ) |
Removes all queued transition requests.
| void ClearMorphTargets | ( | ) |
Clears the current morph targets.
| void ClearTransitionEvents | ( | const FName | EventName | ) |
Removes all queued transition requests with the given event name.
| bool DynamicMontage_IsPlayingFrom | ( | const UAnimSequenceBase | Animation | ) | const |
Returns true if there is an animation montage is currently active and playing that was created from the provided animation.
| void GetActiveCurveNames | ( | EAnimCurveType | CurveType, |
| TArray< FName > & | OutNames ) const |
This returns last up-to-date list of active curve names.
This returns all curve names. This is the same as calling GetActiveCurveNames with CurveType == AttributeCurve.
| UAnimMontage GetCurrentActiveMontage | ( | ) | const |
Get a current Active Montage in this AnimInstance. Note that there might be multiple Active at the same time. This will only return the first active one it finds. *.
| float32 GetCurveValue | ( | FName | CurveName | ) | const |
Returns the value of a named curve.
| bool GetCurveValueWithDefault | ( | FName | CurveName, |
| float32 | DefaultValue, | ||
| float32 & | OutValue ) |
Returns whether a named curve was found, its value, and a default value when it's not found.
| CurveName | The name of the curve. |
| DefaultValue | Value to use when the curve is not found. |
| OutValue | The curve's value. |
| float32 GetDeltaSeconds | ( | ) | const |
Get the current delta time.
| UAnimInstance GetLinkedAnimGraphInstanceByTag | ( | FName | InTag | ) | const |
Runs through all nodes, attempting to find the first linked instance by name/tag.
| void GetLinkedAnimGraphInstancesByTag | ( | FName | InTag, |
| TArray< UAnimInstance > & | OutLinkedInstances ) const |
| UAnimInstance GetLinkedAnimLayerInstanceByClass | ( | TSubclassOf< UAnimInstance > | InClass, |
| bool | bCheckForChildClass = false ) const |
Gets the first layer linked instance corresponding to the specified class, optionally if bCheckForChildClass is true, it will check IsChildOf on InClass.
| UAnimInstance GetLinkedAnimLayerInstanceByGroup | ( | FName | InGroup | ) | const |
Gets the layer linked instance corresponding to the specified group.
| UAnimInstance GetLinkedAnimLayerInstanceByGroupAndClass | ( | FName | InGroup, |
| TSubclassOf< UAnimInstance > | InClass ) const |
Gets layer linked instance that matches group and class.
| void GetLinkedAnimLayerInstancesByGroup | ( | FName | InGroup, |
| TArray< UAnimInstance > & | OutLinkedInstances ) const |
Runs through all nodes, attempting to find all distinct layer linked instances in the group.
| AActor GetOwningActor | ( | ) | const |
Returns the owning actor of this AnimInstance.
| USkeletalMeshComponent GetOwningComponent | ( | ) | const |
Returns the skeletal mesh component that has created this AnimInstance.
| bool GetPropagateNotifiesToLinkedInstances | ( | ) | const |
Get whether to propagate notifies to any linked anim instances.
| bool GetReceiveNotifiesFromLinkedInstances | ( | ) | const |
Get whether to process notifies from any linked anim instances.
| FMarkerSyncAnimPosition GetSyncGroupPosition | ( | FName | InSyncGroupName | ) | const |
— AI communication end —
| bool IsAnyMontagePlaying | ( | ) | const |
Returns true if any montage is playing currently. Doesn't mean it's active though, it could be blending out.
| bool IsPlayingSlotAnimation | ( | const UAnimSequenceBase | Asset, |
| FName | SlotNodeName ) const |
Return true if it's playing the slot animation.
| bool IsSlotActive | ( | FName | SlotNodeName | ) | const |
Return true if this instance has an active montage in the given slot. A UAnimMontage that is playing in the slot and blending out is not determined to be "active".
| bool IsSyncGroupBetweenMarkers | ( | FName | InSyncGroupName, |
| FName | PreviousMarker, | ||
| FName | NextMarker, | ||
| bool | bRespectMarkerOrder = true ) const |
| bool IsUsingMainInstanceMontageEvaluationData | ( | ) | const |
| void LinkAnimClassLayers | ( | TSubclassOf< UAnimInstance > | InClass | ) |
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. Allocates one linked instance to run each of the groups specified in the class, so state is shared. If a layer is not grouped (ie. NAME_None), then state is not shared and a separate linked instance is allocated for each layer node. If InClass is null, then all layers are reset to their defaults.
| void LinkAnimGraphByTag | ( | FName | InTag, |
| TSubclassOf< UAnimInstance > | InClass ) |
Runs through all nodes, attempting to find a linked instance by name/tag, then sets the class of each node if the tag matches.
| void LockAIResources | ( | bool | bLockMovement, |
| bool | LockAILogic ) |
locks indicated AI resources of animated pawn DEPRECATED. Use LockAIResourcesWithAnimation instead
| float32 Montage_GetBlendTime | ( | const UAnimMontage | Montage | ) | const |
Get the current blend time of the Montage. If Montage reference is NULL, it will return the current blend time on the first active Montage found.
| FName Montage_GetCurrentSection | ( | const UAnimMontage | Montage = nullptr | ) | const |
Returns the name of the current animation montage section.
| float32 Montage_GetEffectivePlayRate | ( | const UAnimMontage | Montage | ) | const |
Get scaled PlayRate for Montage. This accounts for RateScale, so it will reflect the actual play rate seen in game. If Montage reference is NULL, scaled PlayRate for any Active Montage will be returned. If Montage is not playing, 0 is returned.
| bool Montage_GetIsStopped | ( | const UAnimMontage | Montage | ) | const |
return true if Montage is not currently active. (not valid or blending out)
| float32 Montage_GetPlayRate | ( | const UAnimMontage | Montage | ) | const |
Get PlayRate for Montage. This does not account for RateScale, so it may not reflect the actual play rate seen in game (see Montage_GetEffectivePlayRate). If Montage reference is NULL, PlayRate for any Active Montage will be returned. If Montage is not playing, 0 is returned.
| float32 Montage_GetPosition | ( | const UAnimMontage | Montage | ) | const |
Get Current Montage Position.
| bool Montage_IsActive | ( | const UAnimMontage | Montage | ) | const |
Returns true if the animation montage is active. If the Montage reference is NULL, it will return true if any Montage is active.
| bool Montage_IsPlaying | ( | const UAnimMontage | Montage | ) | const |
Returns true if the animation montage is currently active and playing. If reference is NULL, it will return true is ANY montage is currently active and playing.
| void Montage_JumpToSection | ( | FName | SectionName, |
| const UAnimMontage | Montage = nullptr ) |
Makes a montage jump to a named section. If Montage reference is NULL, it will do that to all active montages.
| void Montage_JumpToSectionsEnd | ( | FName | SectionName, |
| const UAnimMontage | Montage = nullptr ) |
Makes a montage jump to the end of a named section. If Montage reference is NULL, it will do that to all active montages.
| void Montage_Pause | ( | const UAnimMontage | Montage = nullptr | ) |
Pauses the animation montage. If reference is NULL, it will pause ALL active montages.
| float32 Montage_Play | ( | UAnimMontage | MontageToPlay, |
| float32 | InPlayRate = 1.000000, | ||
| EMontagePlayReturnType | ReturnValueType = EMontagePlayReturnType :: MontageLength, | ||
| float32 | InTimeToStartMontageAt = 0.000000, | ||
| bool | bStopAllMontages = true ) |
Plays an animation montage. Returns the length of the animation montage in seconds. Returns 0.f if failed to play.
| float32 Montage_PlayWithBlendIn | ( | UAnimMontage | MontageToPlay, |
| FAlphaBlendArgs | BlendIn, | ||
| float32 | InPlayRate = 1.000000, | ||
| EMontagePlayReturnType | ReturnValueType = EMontagePlayReturnType :: MontageLength, | ||
| float32 | InTimeToStartMontageAt = 0.000000, | ||
| bool | bStopAllMontages = true ) |
Plays an animation montage. Same as Montage_Play, but you can specify an AlphaBlend for Blend In settings.
| float32 Montage_PlayWithBlendSettings | ( | UAnimMontage | MontageToPlay, |
| FMontageBlendSettings | BlendInSettings, | ||
| float32 | InPlayRate = 1.000000, | ||
| EMontagePlayReturnType | ReturnValueType = EMontagePlayReturnType :: MontageLength, | ||
| float32 | InTimeToStartMontageAt = 0.000000, | ||
| bool | bStopAllMontages = true ) |
Plays an animation montage. Same as Montage_Play, but you can overwrite all of the montage's default blend in settings.
| void Montage_Resume | ( | const UAnimMontage | Montage | ) |
Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages.
| void Montage_SetNextSection | ( | FName | SectionNameToChange, |
| FName | NextSection, | ||
| const UAnimMontage | Montage = nullptr ) |
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.... but when you want it to end, you can relink next section of Loop to be End to finish the montage, in which case, it stops looping by Loop->End.
| SectionNameToChange | : This should be the name of the Montage Section after which you want to insert a new next section |
| NextSection | : new next section |
| void Montage_SetPlayRate | ( | const UAnimMontage | Montage, |
| float32 | NewPlayRate = 1.000000 ) |
Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate.
| void Montage_SetPosition | ( | const UAnimMontage | Montage, |
| float32 | NewPosition ) |
Set position.
| void Montage_Stop | ( | float32 | InBlendOutTime, |
| const UAnimMontage | Montage = nullptr ) |
Stopped montages will blend out using their montage asset's BlendOut, with InBlendOutTime as the BlendTime.
| void Montage_StopGroupByName | ( | float32 | InBlendOutTime, |
| FName | GroupName ) |
Stops all active montages belonging to a group.
| void Montage_StopWithBlendOut | ( | FAlphaBlendArgs | BlendOut, |
| const UAnimMontage | Montage = nullptr ) |
Same as Montage_Stop. Uses values from the AlphaBlendArgs. Other settings come from the montage asset.
| void Montage_StopWithBlendSettings | ( | FMontageBlendSettings | BlendOutSettings, |
| const UAnimMontage | Montage = nullptr ) |
Same as Montage_Stop, but all blend settings are provided instead of using the ones on the montage asset.
| void MontageSync_Follow | ( | const UAnimMontage | MontageFollower, |
| const UAnimInstance | OtherAnimInstance, | ||
| const UAnimMontage | MontageLeader ) |
Synchronize a montage to another anim instance's montage. Both montages must be playing already.
| MontageFollower | : The montage that will follow the leader in OtherAnimInstance |
| OtherAnimInstance | : The other anim instance we want to synchronize to. Can be set to self |
| MontageLeader | : The montage we want to follow in the other anim instance |
| void MontageSync_StopFollowing | ( | const UAnimMontage | MontageFollower | ) |
Stop following the montage's leader in this anim instance.
| MontageFollower | : The montage we want to stop synchronizing |
| UAnimMontage PlaySlotAnimationAsDynamicMontage | ( | UAnimSequenceBase | Asset, |
| FName | SlotNodeName, | ||
| float32 | BlendInTime = 0.250000, | ||
| float32 | BlendOutTime = 0.250000, | ||
| float32 | InPlayRate = 1.000000, | ||
| int | LoopCount = 1, | ||
| float32 | BlendOutTriggerTime = - 1.000000, | ||
| float32 | InTimeToStartMontageAt = 0.000000 ) |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.
| UAnimMontage PlaySlotAnimationAsDynamicMontage_WithBlendArgs | ( | UAnimSequenceBase | Asset, |
| FName | SlotNodeName, | ||
| FAlphaBlendArgs | BlendIn, | ||
| FAlphaBlendArgs | BlendOut, | ||
| float32 | InPlayRate = 1.000000, | ||
| int | LoopCount = 1, | ||
| float32 | BlendOutTriggerTime = - 1.000000, | ||
| float32 | InTimeToStartMontageAt = 0.000000 ) |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in arguments. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.
| UAnimMontage PlaySlotAnimationAsDynamicMontage_WithBlendSettings | ( | UAnimSequenceBase | Asset, |
| FName | SlotNodeName, | ||
| FMontageBlendSettings | BlendInSettings, | ||
| FMontageBlendSettings | BlendOutSettings, | ||
| float32 | InPlayRate = 1.000000, | ||
| int | LoopCount = 1, | ||
| float32 | BlendOutTriggerTime = - 1.000000, | ||
| float32 | InTimeToStartMontageAt = 0.000000 ) |
Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in settings. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.
| void RemovePoseSnapshot | ( | FName | SnapshotName | ) |
Remove a previously saved pose snapshot from the internal snapshot cache.
| void RequestSlotGroupInertialization | ( | FName | InSlotGroupName, |
| float32 | Duration, | ||
| const UBlendProfile | BlendProfile = nullptr ) |
Requests an inertial blend during the next anim graph update. Requires your anim graph to have a slot node belonging to the specified group name.
| bool RequestTransitionEvent | ( | const FName | EventName, |
| float | RequestTimeout, | ||
| ETransitionRequestQueueMode | QueueMode, | ||
| ETransitionRequestOverwriteMode | OverwriteMode ) |
Attempts to queue a transition request, returns true if the request was successful.
| void ResetDynamics | ( | ETeleportType | InTeleportType | ) |
Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.).
| void SavePoseSnapshot | ( | FName | SnapshotName | ) |
Takes a snapshot of the current skeletal mesh component pose & saves it internally. This snapshot can then be retrieved by name in the animation blueprint for blending. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose.
| void SetbPropagateNotifiesToLinkedInstances | ( | bool | Value | ) |
Whether to propagate notifies to any linked anim instances.
| void SetbReceiveNotifiesFromLinkedInstances | ( | bool | Value | ) |
Whether to process notifies from any linked anim instances.
| void SetbUseMainInstanceMontageEvaluationData | ( | bool | Value | ) |
If true, linked instances will use the main instance's montage data. (i.e. playing a montage on a main instance will play it on the linked layer too.).
| void SetMorphTarget | ( | FName | MorphTargetName, |
| float32 | Value ) |
Sets a morph target to a certain weight.
| void SetPropagateNotifiesToLinkedInstances | ( | bool | bSet | ) |
Set whether to propagate notifies to any linked anim instances.
| void SetReceiveNotifiesFromLinkedInstances | ( | bool | bSet | ) |
Set whether to process notifies from any linked anim instances.
| void SetRootMotionMode | ( | ERootMotionMode | Value | ) |
Set RootMotionMode.
| void SetUseMainInstanceMontageEvaluationData | ( | bool | bSet | ) |
| void SnapshotPose | ( | FPoseSnapshot & | Snapshot | ) |
Takes a snapshot of the current skeletal mesh component pose and saves it to the specified snapshot. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose.
|
static |
| void StopSlotAnimation | ( | float32 | InBlendOutTime = 0.250000, |
| FName | SlotNodeName = NAME_None ) |
Stops currently playing slot animation slot or all.
| APawn TryGetPawnOwner | ( | ) | const |
kismet event functions
| void UnlinkAnimClassLayers | ( | TSubclassOf< UAnimInstance > | InClass | ) |
Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. State sharing rules are as with SetLayerOverlay. If InClass is null, does nothing.
| void UnlockAIResources | ( | bool | bUnlockMovement, |
| bool | UnlockAILogic ) |
unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources. DEPRECATED. Use UnlockAIResourcesWithAnimation instead
| bool WasAnimNotifyStateActiveInAnyState | ( | TSubclassOf< UAnimNotifyState > | AnimNotifyStateType | ) |
Get whether a particular notify state was active in any state machine last tick.
| const UAnimMontage CurrentActiveMontage |
Get a current Active Montage in this AnimInstance. Note that there might be multiple Active at the same time. This will only return the first active one it finds. *.
| const float32 DeltaSeconds |
Get the current delta time.
| FOnAllMontageInstancesEndedMCDelegate OnAllMontageInstancesEnded |
Called when all Montage instances have ended.
| FOnMontageBlendedInEndedMCDelegate OnMontageBlendedIn |
Called when a montage finishes blending in.
| FOnMontageBlendingOutStartedMCDelegate OnMontageBlendingOut |
Called when a montage starts blending out, whether interrupted or finished.
| FOnMontageEndedMCDelegate OnMontageEnded |
Called when a montage has ended, whether interrupted or finished.
| FOnMontageStartedMCDelegate OnMontageStarted |
Called when a montage has started.
| const AActor OwningActor |
Returns the owning actor of this AnimInstance.
| const USkeletalMeshComponent OwningComponent |
Returns the skeletal mesh component that has created this AnimInstance.
| bool PropagateNotifiesToLinkedInstances |
Get whether to propagate notifies to any linked anim instances.
| bool ReceiveNotifiesFromLinkedInstances |
Get whether to process notifies from any linked anim instances.