Class AnimInstance
Inheritance
System.Object
AnimInstance
Inherited Members
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)
Assembly: UE4DotNet.dll
Syntax
public class AnimInstance : UObject
Properties
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bQueueMontageEvents
Declaration
public bool bQueueMontageEvents { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseMultiThreadedAnimationUpdate
Declaration
public bool bUseMultiThreadedAnimationUpdate { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUsingCopyPoseFromMesh
Declaration
public bool bUsingCopyPoseFromMesh { get; set; }
Property Value
Type |
Description |
System.Boolean |
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CurrentSkeleton
This is used to extract animation. If Mesh exists, this will be overwritten by Mesh->Skeleton
Declaration
public Skeleton CurrentSkeleton { get; set; }
Property Value
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static AnimInstance DefaultObject { get; }
Property Value
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NotifyQueue
Animation Notifies that has been triggered in the latest tick *
Declaration
public AnimNotifyQueue NotifyQueue { get; set; }
Property Value
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PostCompileValidationClassName
Name of Class to do Post Compile Validation.
Declaration
public SoftClassPath PostCompileValidationClassName { get; set; }
Property Value
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RootMotionMode
Sets where this blueprint pulls Root Motion from
Declaration
public byte RootMotionMode { get; set; }
Property Value
Type |
Description |
System.Byte |
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
Methods
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CalculateDirection(Vector, Rotator)
Returns degree of the angle betwee velocity and Rotation forward vector
Declaration
public float CalculateDirection(Vector Velocity, Rotator BaseRotation)
Parameters
Returns
Type |
Description |
System.Single |
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ClearMorphTargets()
Clears the current morph targets.
Declaration
public void ClearMorphTargets()
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GetActiveCurveNames(EAnimCurveType)
This returns last up-to-date list of active curve names
Declaration
public IReadOnlyCollection<Name> GetActiveCurveNames(EAnimCurveType CurveType)
Parameters
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Name> |
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GetAllCurveNames()
This returns all curve names
Declaration
public IReadOnlyCollection<Name> GetAllCurveNames()
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Name> |
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GetCurrentActiveMontage()
Get a current Active Montage in this AnimInstance.
Declaration
public AnimMontage GetCurrentActiveMontage()
Returns
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GetCurrentStateName(Int32)
Returns the name of a currently active state in a state machine.
Declaration
public Name GetCurrentStateName(int MachineIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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Returns
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GetCurveValue(Name)
Returns the value of a named curve.
Declaration
public float GetCurveValue(Name CurveName)
Parameters
Type |
Name |
Description |
Name |
CurveName |
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Returns
Type |
Description |
System.Single |
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GetInstanceAssetPlayerLength(Int32)
Gets the length in seconds of the asset referenced in an asset player node
Declaration
public float GetInstanceAssetPlayerLength(int AssetPlayerIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
AssetPlayerIndex |
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Returns
Type |
Description |
System.Single |
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GetInstanceAssetPlayerTime(Int32)
Get the current accumulated time in seconds for an asset player node
Declaration
public float GetInstanceAssetPlayerTime(int AssetPlayerIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
AssetPlayerIndex |
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Returns
Type |
Description |
System.Single |
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GetInstanceAssetPlayerTimeFraction(Int32)
Get the current accumulated time as a fraction for an asset player node
Declaration
public float GetInstanceAssetPlayerTimeFraction(int AssetPlayerIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
AssetPlayerIndex |
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Returns
Type |
Description |
System.Single |
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GetInstanceAssetPlayerTimeFromEnd(Int32)
Get the time in seconds from the end of an animation in an asset player node
Declaration
public float GetInstanceAssetPlayerTimeFromEnd(int AssetPlayerIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
AssetPlayerIndex |
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Returns
Type |
Description |
System.Single |
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GetInstanceAssetPlayerTimeFromEndFraction(Int32)
Get the time as a fraction of the asset length of an animation in an asset player node
Declaration
public float GetInstanceAssetPlayerTimeFromEndFraction(int AssetPlayerIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
AssetPlayerIndex |
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Returns
Type |
Description |
System.Single |
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GetInstanceCurrentStateElapsedTime(Int32)
Get the current elapsed time of a state within the specified state machine
Declaration
public float GetInstanceCurrentStateElapsedTime(int MachineIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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Returns
Type |
Description |
System.Single |
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GetInstanceMachineWeight(Int32)
Get the blend weight of a specified state machine
Declaration
public float GetInstanceMachineWeight(int MachineIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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Returns
Type |
Description |
System.Single |
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GetInstanceStateWeight(Int32, Int32)
Get the blend weight of a specified state
Declaration
public float GetInstanceStateWeight(int MachineIndex, int StateIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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System.Int32 |
StateIndex |
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Returns
Type |
Description |
System.Single |
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GetInstanceTransitionCrossfadeDuration(Int32, Int32)
Get the crossfade duration of a specified transition
Declaration
public float GetInstanceTransitionCrossfadeDuration(int MachineIndex, int TransitionIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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System.Int32 |
TransitionIndex |
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Returns
Type |
Description |
System.Single |
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GetInstanceTransitionTimeElapsed(Int32, Int32)
Get the elapsed time in seconds of a specified transition
Declaration
public float GetInstanceTransitionTimeElapsed(int MachineIndex, int TransitionIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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System.Int32 |
TransitionIndex |
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Returns
Type |
Description |
System.Single |
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GetInstanceTransitionTimeElapsedFraction(Int32, Int32)
Get the elapsed time as a fraction of the crossfade duration of a specified transition
Declaration
public float GetInstanceTransitionTimeElapsedFraction(int MachineIndex, int TransitionIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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System.Int32 |
TransitionIndex |
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Returns
Type |
Description |
System.Single |
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GetOwningActor()
Returns the owning actor of this AnimInstance
Declaration
public Actor GetOwningActor()
Returns
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GetOwningComponent()
Returns the skeletal mesh component that has created this AnimInstance
Declaration
public SkeletalMeshComponent GetOwningComponent()
Returns
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GetRelevantAnimLength(Int32, Int32)
Get the length in seconds of the most relevant animation in the source state
Declaration
public float GetRelevantAnimLength(int MachineIndex, int StateIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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System.Int32 |
StateIndex |
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Returns
Type |
Description |
System.Single |
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GetRelevantAnimTime(Int32, Int32)
Get the current accumulated time in seconds for the most relevant animation in the source state
Declaration
public float GetRelevantAnimTime(int MachineIndex, int StateIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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System.Int32 |
StateIndex |
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Returns
Type |
Description |
System.Single |
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GetRelevantAnimTimeFraction(Int32, Int32)
Get the current accumulated time as a fraction of the length of the most relevant animation in the source state
Declaration
public float GetRelevantAnimTimeFraction(int MachineIndex, int StateIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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System.Int32 |
StateIndex |
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Returns
Type |
Description |
System.Single |
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GetRelevantAnimTimeRemaining(Int32, Int32)
Get the time remaining in seconds for the most relevant animation in the source state
Declaration
public float GetRelevantAnimTimeRemaining(int MachineIndex, int StateIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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System.Int32 |
StateIndex |
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Returns
Type |
Description |
System.Single |
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GetRelevantAnimTimeRemainingFraction(Int32, Int32)
Get the time remaining as a fraction of the duration for the most relevant animation in the source state
Declaration
public float GetRelevantAnimTimeRemainingFraction(int MachineIndex, int StateIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
MachineIndex |
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System.Int32 |
StateIndex |
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Returns
Type |
Description |
System.Single |
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GetSyncGroupPosition(Name)
Declaration
public MarkerSyncAnimPosition GetSyncGroupPosition(Name InSyncGroupName)
Parameters
Type |
Name |
Description |
Name |
InSyncGroupName |
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Returns
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GetTimeToClosestMarker(Name, Name)
--- AI communication end ---
Declaration
public (float, bool) GetTimeToClosestMarker(Name SyncGroup, Name MarkerName)
Parameters
Type |
Name |
Description |
Name |
SyncGroup |
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Name |
MarkerName |
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Returns
Type |
Description |
System.ValueTuple<System.Single, System.Boolean> |
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HasMarkerBeenHitThisFrame(Name, Name)
Has Marker Been Hit This Frame
Declaration
public bool HasMarkerBeenHitThisFrame(Name SyncGroup, Name MarkerName)
Parameters
Type |
Name |
Description |
Name |
SyncGroup |
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Name |
MarkerName |
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Returns
Type |
Description |
System.Boolean |
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IsAnyMontagePlaying()
Returns true if any montage is playing currently. Doesn't mean it's active though, it could be blending out.
Declaration
public bool IsAnyMontagePlaying()
Returns
Type |
Description |
System.Boolean |
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IsPlayingSlotAnimation(AnimSequenceBase, Name)
Return true if it's playing the slot animation
Declaration
public bool IsPlayingSlotAnimation(AnimSequenceBase Asset, Name SlotNodeName)
Parameters
Returns
Type |
Description |
System.Boolean |
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IsSyncGroupBetweenMarkers(Name, Name, Name, Boolean)
Is Sync Group Between Markers
Declaration
public bool IsSyncGroupBetweenMarkers(Name InSyncGroupName, Name PreviousMarker, Name NextMarker, bool bRespectMarkerOrder)
Parameters
Type |
Name |
Description |
Name |
InSyncGroupName |
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Name |
PreviousMarker |
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Name |
NextMarker |
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System.Boolean |
bRespectMarkerOrder |
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Returns
Type |
Description |
System.Boolean |
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LockAIResources(Boolean, Boolean)
locks indicated AI resources of animated pawn
DEPRECATED.
Declaration
public void LockAIResources(bool bLockMovement, bool LockAILogic)
Parameters
Type |
Name |
Description |
System.Boolean |
bLockMovement |
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System.Boolean |
LockAILogic |
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Montage_GetBlendTime(AnimMontage)
Get the current blend time of the Montage.
Declaration
public float Montage_GetBlendTime(AnimMontage Montage)
Parameters
Returns
Type |
Description |
System.Single |
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Montage_GetCurrentSection(AnimMontage)
Returns the name of the current animation montage section.
Declaration
public Name Montage_GetCurrentSection(AnimMontage Montage)
Parameters
Returns
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Montage_GetIsStopped(AnimMontage)
return true if Montage is not currently active. (not valid or blending out)
Declaration
public bool Montage_GetIsStopped(AnimMontage Montage)
Parameters
Returns
Type |
Description |
System.Boolean |
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Montage_GetPlayRate(AnimMontage)
Get PlayRate for Montage.
Declaration
public float Montage_GetPlayRate(AnimMontage Montage)
Parameters
Returns
Type |
Description |
System.Single |
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Montage_GetPosition(AnimMontage)
Get Current Montage Position
Declaration
public float Montage_GetPosition(AnimMontage Montage)
Parameters
Returns
Type |
Description |
System.Single |
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Montage_IsActive(AnimMontage)
Returns true if the animation montage is active. If the Montage reference is NULL, it will return true if any Montage is active.
Declaration
public bool Montage_IsActive(AnimMontage Montage)
Parameters
Returns
Type |
Description |
System.Boolean |
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Montage_IsPlaying(AnimMontage)
Returns true if the animation montage is currently active and playing.
Declaration
public bool Montage_IsPlaying(AnimMontage Montage)
Parameters
Returns
Type |
Description |
System.Boolean |
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Montage_JumpToSection(Name, AnimMontage)
Makes a montage jump to a named section. If Montage reference is NULL, it will do that to all active montages.
Declaration
public void Montage_JumpToSection(Name SectionName, AnimMontage Montage)
Parameters
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Montage_JumpToSectionsEnd(Name, AnimMontage)
Makes a montage jump to the end of a named section. If Montage reference is NULL, it will do that to all active montages.
Declaration
public void Montage_JumpToSectionsEnd(Name SectionName, AnimMontage Montage)
Parameters
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Montage_Pause(AnimMontage)
Pauses the animation montage. If reference is NULL, it will pause ALL active montages.
Declaration
public void Montage_Pause(AnimMontage Montage)
Parameters
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Montage_Play(AnimMontage, Single, EMontagePlayReturnType, Single, Boolean)
Plays an animation montage. Returns the length of the animation montage in seconds. Returns 0.f if failed to play.
Declaration
public float Montage_Play(AnimMontage MontageToPlay, float InPlayRate, EMontagePlayReturnType ReturnValueType, float InTimeToStartMontageAt, bool bStopAllMontages)
Parameters
Type |
Name |
Description |
AnimMontage |
MontageToPlay |
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System.Single |
InPlayRate |
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EMontagePlayReturnType |
ReturnValueType |
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System.Single |
InTimeToStartMontageAt |
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System.Boolean |
bStopAllMontages |
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Returns
Type |
Description |
System.Single |
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Montage_Resume(AnimMontage)
Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages.
Declaration
public void Montage_Resume(AnimMontage Montage)
Parameters
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Montage_SetNextSection(Name, Name, AnimMontage)
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.
Declaration
public void Montage_SetNextSection(Name SectionNameToChange, Name NextSection, AnimMontage Montage)
Parameters
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Montage_SetPlayRate(AnimMontage, Single)
Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate.
Declaration
public void Montage_SetPlayRate(AnimMontage Montage, float NewPlayRate)
Parameters
Type |
Name |
Description |
AnimMontage |
Montage |
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System.Single |
NewPlayRate |
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Montage_SetPosition(AnimMontage, Single)
Declaration
public void Montage_SetPosition(AnimMontage Montage, float NewPosition)
Parameters
Type |
Name |
Description |
AnimMontage |
Montage |
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System.Single |
NewPosition |
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Montage_Stop(Single, AnimMontage)
Stops the animation montage. If reference is NULL, it will stop ALL active montages.
Declaration
public void Montage_Stop(float InBlendOutTime, AnimMontage Montage)
Parameters
Type |
Name |
Description |
System.Single |
InBlendOutTime |
|
AnimMontage |
Montage |
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New(UObject, Name)
Spawn an object of this class
Declaration
public static AnimInstance New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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PlaySlotAnimation(AnimSequenceBase, Name, Single, Single, Single, Int32)
Declaration
public float PlaySlotAnimation(AnimSequenceBase Asset, Name SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount)
Parameters
Type |
Name |
Description |
AnimSequenceBase |
Asset |
|
Name |
SlotNodeName |
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System.Single |
BlendInTime |
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System.Single |
BlendOutTime |
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System.Single |
InPlayRate |
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System.Int32 |
LoopCount |
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Returns
Type |
Description |
System.Single |
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PlaySlotAnimationAsDynamicMontage(AnimSequenceBase, Name, Single, Single, Single, Int32, Single, Single)
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.
Declaration
public AnimMontage PlaySlotAnimationAsDynamicMontage(AnimSequenceBase Asset, Name SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt)
Parameters
Type |
Name |
Description |
AnimSequenceBase |
Asset |
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Name |
SlotNodeName |
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System.Single |
BlendInTime |
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System.Single |
BlendOutTime |
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System.Single |
InPlayRate |
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System.Int32 |
LoopCount |
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System.Single |
BlendOutTriggerTime |
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System.Single |
InTimeToStartMontageAt |
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Returns
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ResetDynamics(ETeleportType)
Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.)
Declaration
public void ResetDynamics(ETeleportType InTeleportType)
Parameters
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SavePoseSnapshot(Name)
Declaration
public void SavePoseSnapshot(Name SnapshotName)
Parameters
Type |
Name |
Description |
Name |
SnapshotName |
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SetMorphTarget(Name, Single)
Sets a morph target to a certain weight.
Declaration
public void SetMorphTarget(Name MorphTargetName, float Value)
Parameters
Type |
Name |
Description |
Name |
MorphTargetName |
|
System.Single |
Value |
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SetRootMotionMode(Byte)
Declaration
public void SetRootMotionMode(byte Value)
Parameters
Type |
Name |
Description |
System.Byte |
Value |
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SnapshotPose(PoseSnapshot)
Takes a snapshot of the current skeletal mesh component pose and saves it to the specified snapshot.
Declaration
public void SnapshotPose(PoseSnapshot Snapshot)
Parameters
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StopSlotAnimation(Single, Name)
Stops currently playing slot animation slot or all
Declaration
public void StopSlotAnimation(float InBlendOutTime, Name SlotNodeName)
Parameters
Type |
Name |
Description |
System.Single |
InBlendOutTime |
|
Name |
SlotNodeName |
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TryGetPawnOwner()
Declaration
public Pawn TryGetPawnOwner()
Returns
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UnlockAIResources(Boolean, Boolean)
unlocks indicated AI resources of animated pawn.
Declaration
public void UnlockAIResources(bool bUnlockMovement, bool UnlockAILogic)
Parameters
Type |
Name |
Description |
System.Boolean |
bUnlockMovement |
|
System.Boolean |
UnlockAILogic |
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Events
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BlueprintBeginPlay
Executed when begin play is called on the owning component
Declaration
public event AnimInstance.BlueprintBeginPlay_delegate BlueprintBeginPlay
Event Type
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BlueprintInitializeAnimation
Executed when the Animation is initialized
Declaration
public event AnimInstance.BlueprintInitializeAnimation_delegate BlueprintInitializeAnimation
Event Type
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BlueprintPostEvaluateAnimation
Executed after the Animation is evaluated
Declaration
public event AnimInstance.BlueprintPostEvaluateAnimation_delegate BlueprintPostEvaluateAnimation
Event Type
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BlueprintUpdateAnimation
Executed when the Animation is updated
Declaration
public event AnimInstance.BlueprintUpdateAnimation_delegate BlueprintUpdateAnimation
Event Type
Operators
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Implicit(IntPtr to AnimInstance)
Convert from IntPtr to UObject
Declaration
public static implicit operator AnimInstance(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
|
Returns