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Class AnimSingleNodeInstance

Anim Single Node Instance

Inheritance
System.Object
UObject
AnimInstance
AnimSingleNodeInstance
AnimPreviewInstance
Inherited Members
AnimInstance.BlueprintBeginPlay
AnimInstance.BlueprintInitializeAnimation
AnimInstance.BlueprintPostEvaluateAnimation
AnimInstance.BlueprintUpdateAnimation
AnimInstance.CalculateDirection(Vector, Rotator)
AnimInstance.ClearMorphTargets()
AnimInstance.GetActiveCurveNames(EAnimCurveType)
AnimInstance.GetAllCurveNames()
AnimInstance.GetCurrentActiveMontage()
AnimInstance.GetCurrentStateName(Int32)
AnimInstance.GetCurveValue(Name)
AnimInstance.GetInstanceAssetPlayerLength(Int32)
AnimInstance.GetInstanceAssetPlayerTime(Int32)
AnimInstance.GetInstanceAssetPlayerTimeFraction(Int32)
AnimInstance.GetInstanceAssetPlayerTimeFromEnd(Int32)
AnimInstance.GetInstanceAssetPlayerTimeFromEndFraction(Int32)
AnimInstance.GetInstanceCurrentStateElapsedTime(Int32)
AnimInstance.GetInstanceMachineWeight(Int32)
AnimInstance.GetInstanceStateWeight(Int32, Int32)
AnimInstance.GetInstanceTransitionCrossfadeDuration(Int32, Int32)
AnimInstance.GetInstanceTransitionTimeElapsed(Int32, Int32)
AnimInstance.GetInstanceTransitionTimeElapsedFraction(Int32, Int32)
AnimInstance.GetOwningActor()
AnimInstance.GetOwningComponent()
AnimInstance.GetRelevantAnimLength(Int32, Int32)
AnimInstance.GetRelevantAnimTime(Int32, Int32)
AnimInstance.GetRelevantAnimTimeFraction(Int32, Int32)
AnimInstance.GetRelevantAnimTimeRemaining(Int32, Int32)
AnimInstance.GetRelevantAnimTimeRemainingFraction(Int32, Int32)
AnimInstance.GetSyncGroupPosition(Name)
AnimInstance.GetTimeToClosestMarker(Name, Name)
AnimInstance.HasMarkerBeenHitThisFrame(Name, Name)
AnimInstance.IsAnyMontagePlaying()
AnimInstance.IsPlayingSlotAnimation(AnimSequenceBase, Name)
AnimInstance.IsSyncGroupBetweenMarkers(Name, Name, Name, Boolean)
AnimInstance.LockAIResources(Boolean, Boolean)
AnimInstance.Montage_GetBlendTime(AnimMontage)
AnimInstance.Montage_GetCurrentSection(AnimMontage)
AnimInstance.Montage_GetIsStopped(AnimMontage)
AnimInstance.Montage_GetPlayRate(AnimMontage)
AnimInstance.Montage_GetPosition(AnimMontage)
AnimInstance.Montage_IsActive(AnimMontage)
AnimInstance.Montage_IsPlaying(AnimMontage)
AnimInstance.Montage_JumpToSection(Name, AnimMontage)
AnimInstance.Montage_JumpToSectionsEnd(Name, AnimMontage)
AnimInstance.Montage_Pause(AnimMontage)
AnimInstance.Montage_Play(AnimMontage, Single, EMontagePlayReturnType, Single, Boolean)
AnimInstance.Montage_Resume(AnimMontage)
AnimInstance.Montage_SetNextSection(Name, Name, AnimMontage)
AnimInstance.Montage_SetPlayRate(AnimMontage, Single)
AnimInstance.Montage_SetPosition(AnimMontage, Single)
AnimInstance.Montage_Stop(Single, AnimMontage)
AnimInstance.PlaySlotAnimation(AnimSequenceBase, Name, Single, Single, Single, Int32)
AnimInstance.PlaySlotAnimationAsDynamicMontage(AnimSequenceBase, Name, Single, Single, Single, Int32, Single, Single)
AnimInstance.ResetDynamics(ETeleportType)
AnimInstance.SavePoseSnapshot(Name)
AnimInstance.SetMorphTarget(Name, Single)
AnimInstance.SetRootMotionMode(Byte)
AnimInstance.SnapshotPose(PoseSnapshot)
AnimInstance.StopSlotAnimation(Single, Name)
AnimInstance.TryGetPawnOwner()
AnimInstance.UnlockAIResources(Boolean, Boolean)
AnimInstance.CurrentSkeleton
AnimInstance.RootMotionMode
AnimInstance.bUseMultiThreadedAnimationUpdate
AnimInstance.bUsingCopyPoseFromMesh
AnimInstance.bQueueMontageEvents
AnimInstance.PostCompileValidationClassName
AnimInstance.NotifyQueue
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 AnimSingleNodeInstance : AnimInstance

Properties

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CurrentAsset

Current Asset being played *

Declaration
public AnimationAsset CurrentAsset { get; set; }
Property Value
Type Description
AnimationAsset
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static AnimSingleNodeInstance DefaultObject { get; }
Property Value
Type Description
AnimSingleNodeInstance
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StaticClass

Get UE4 Class

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

Methods

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GetAnimationAsset()

Get the currently used asset

Declaration
public AnimationAsset GetAnimationAsset()
Returns
Type Description
AnimationAsset
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GetLength()

Get Length

Declaration
public float GetLength()
Returns
Type Description
System.Single
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New(UObject, Name)

Spawn an object of this class

Declaration
public static AnimSingleNodeInstance New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
AnimSingleNodeInstance
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PlayAnim(Boolean, Single, Single)

For AnimSequence specific *

Declaration
public void PlayAnim(bool bIsLooping, float InPlayRate, float InStartPosition)
Parameters
Type Name Description
System.Boolean bIsLooping
System.Single InPlayRate
System.Single InStartPosition
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SetAnimationAsset(AnimationAsset, Boolean, Single)

Set New Asset - calls InitializeAnimation, for now we need MeshComponent *

Declaration
public void SetAnimationAsset(AnimationAsset NewAsset, bool bIsLooping, float InPlayRate)
Parameters
Type Name Description
AnimationAsset NewAsset
System.Boolean bIsLooping
System.Single InPlayRate
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SetBlendSpaceInput(Vector)

Set Blend Space Input

Declaration
public void SetBlendSpaceInput(Vector InBlendInput)
Parameters
Type Name Description
Vector InBlendInput
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SetLooping(Boolean)

Set Looping

Declaration
public void SetLooping(bool bIsLooping)
Parameters
Type Name Description
System.Boolean bIsLooping
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SetPlaying(Boolean)

Set Playing

Declaration
public void SetPlaying(bool bIsPlaying)
Parameters
Type Name Description
System.Boolean bIsPlaying
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SetPlayRate(Single)

Set Play Rate

Declaration
public void SetPlayRate(float InPlayRate)
Parameters
Type Name Description
System.Single InPlayRate
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SetPosition(Single, Boolean)

Set Position

Declaration
public void SetPosition(float InPosition, bool bFireNotifies)
Parameters
Type Name Description
System.Single InPosition
System.Boolean bFireNotifies
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SetPositionWithPreviousTime(Single, Single, Boolean)

Set Position with Previous Time

Declaration
public void SetPositionWithPreviousTime(float InPosition, float InPreviousTime, bool bFireNotifies)
Parameters
Type Name Description
System.Single InPosition
System.Single InPreviousTime
System.Boolean bFireNotifies
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SetPreviewCurveOverride(Name, Single, Boolean)

Set pose value

Declaration
public void SetPreviewCurveOverride(Name PoseName, float Value, bool bRemoveIfZero)
Parameters
Type Name Description
Name PoseName
System.Single Value
System.Boolean bRemoveIfZero
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SetReverse(Boolean)

Set Reverse

Declaration
public void SetReverse(bool bInReverse)
Parameters
Type Name Description
System.Boolean bInReverse
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StopAnim()

Stop Anim

Declaration
public void StopAnim()

Operators

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Implicit(IntPtr to AnimSingleNodeInstance)

Convert from IntPtr to UObject

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