Class AnimMontage
- Any property you're adding to AnimMontage and parent class has to be considered for Child Asset
- Child Asset is considered to be only asset mapping feature using everything else in the class
- For example, you can just use all parent's setting for the montage, but only remap assets
- This isn't magic bullet unfortunately and it is consistent effort of keeping the data synced with parent
- If you add new property, please make sure those property has to be copied for children.
Inheritance
System.Object
AnimMontage
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 AnimMontage : AnimCompositeBase
Properties
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bEnableAutoBlendOut
Declaration
public bool bEnableAutoBlendOut { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableRootMotionRotation
Declaration
public bool bEnableRootMotionRotation { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableRootMotionTranslation
Declaration
public bool bEnableRootMotionTranslation { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BlendIn
Declaration
public AlphaBlend BlendIn { get; set; }
Property Value
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BlendOut
Blend out option. This is only used when it blends out itself. If it's interrupted by other montages, it will use new montage's BlendIn option to blend out.
Declaration
public AlphaBlend BlendOut { get; set; }
Property Value
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BlendOutTriggerTime
Declaration
public float BlendOutTriggerTime { get; set; }
Property Value
Type |
Description |
System.Single |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static AnimMontage DefaultObject { get; }
Property Value
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MarkerData
Declaration
public MarkerSyncData MarkerData { get; set; }
Property Value
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PreviewBasePose
Preview Base pose for additive BlendSpace *
Declaration
public AnimSequence PreviewBasePose { get; set; }
Property Value
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RootMotionRootLock
Root Bone will be locked to that position when extracting root motion. DEPRECATED in 4.5 root motion is controlled by anim sequences *
Declaration
public byte RootMotionRootLock { get; set; }
Property Value
Type |
Description |
System.Byte |
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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SyncGroup
If you're using marker based sync for this montage, make sure to add sync group name. For now we only support one group
Declaration
public Name SyncGroup { get; set; }
Property Value
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SyncSlotIndex
wip: until we have UI working
Declaration
public int SyncSlotIndex { get; set; }
Property Value
Type |
Description |
System.Int32 |
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TimeStretchCurve
Declaration
public TimeStretchCurve TimeStretchCurve { get; set; }
Property Value
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TimeStretchCurveName
Name of optional TimeStretchCurveName to look for in Montage.
Declaration
public Name TimeStretchCurveName { get; set; }
Property Value
Methods
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GetDefaultBlendOutTime()
Get Default Blend Out Time
Declaration
public float GetDefaultBlendOutTime()
Returns
Type |
Description |
System.Single |
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New(UObject, Name)
Spawn an object of this class
Declaration
public static AnimMontage New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to AnimMontage)
Convert from IntPtr to UObject
Declaration
public static implicit operator AnimMontage(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns