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Class AnimBlueprint

An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh.

Inheritance
System.Object
UObject
BlueprintCore
Blueprint
AnimBlueprint
Inherited Members
Blueprint.bRecompileOnLoad
Blueprint.ParentClass
Blueprint.PRIVATE_InnermostPreviousCDO
Blueprint.bHasBeenRegenerated
Blueprint.bIsRegeneratingOnLoad
Blueprint.bIsNewlyCreated
Blueprint.bForceFullEditor
Blueprint.bQueuedForCompilation
Blueprint.bRunConstructionScriptOnDrag
Blueprint.bRunConstructionScriptInSequencer
Blueprint.bGenerateConstClass
Blueprint.bGenerateAbstractClass
Blueprint.bDisplayCompilePIEWarning
Blueprint.SearchGuid
Blueprint.bDeprecate
Blueprint.SimpleConstructionScript
Blueprint.UbergraphPages
Blueprint.FunctionGraphs
Blueprint.DelegateSignatureGraphs
Blueprint.MacroGraphs
Blueprint.IntermediateGeneratedGraphs
Blueprint.EventGraphs
Blueprint.bDuplicatingReadOnly
Blueprint.ComponentTemplates
Blueprint.Timelines
Blueprint.InheritableComponentHandler
Blueprint.BlueprintType
Blueprint.Status
Blueprint.BlueprintSystemVersion
Blueprint.Breakpoints
Blueprint.ThumbnailInfo
Blueprint.bBeingCompiled
Blueprint.OriginalClass
BlueprintCore.SkeletonGeneratedClass
BlueprintCore.GeneratedClass
BlueprintCore.bLegacyNeedToPurgeSkelRefs
BlueprintCore.bLegacyGeneratedClassIsAuthoritative
BlueprintCore.BlueprintGuid
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class AnimBlueprint : Blueprint
Remarks

It can perform blending of animations, directly control the bones of the skeleton, and output a final pose for a Skeletal Mesh each frame.

Properties

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bUseMultiThreadedAnimationUpdate

Declaration
public bool bUseMultiThreadedAnimationUpdate { get; set; }
Property Value
Type Description
System.Boolean
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bWarnAboutBlueprintUsage

Declaration
public bool bWarnAboutBlueprintUsage { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static AnimBlueprint DefaultObject { get; }
Property Value
Type Description
AnimBlueprint
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PoseWatches

Array of active pose watches (pose watch allows us to see the bone pose at a

Declaration
public ObjectArrayField<PoseWatch> PoseWatches { get; }
Property Value
Type Description
ObjectArrayField<PoseWatch>
Remarks

particular point of the anim graph)

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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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TargetSkeleton

The kind of skeleton that animation graphs compiled from the blueprint will animate

Declaration
public Skeleton TargetSkeleton { get; set; }
Property Value
Type Description
Skeleton

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static AnimBlueprint New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
AnimBlueprint

Operators

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Implicit(IntPtr to AnimBlueprint)

Convert from IntPtr to UObject

Declaration
public static implicit operator AnimBlueprint(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
AnimBlueprint
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