className: UAnimInstance

code: class UAnimInstance : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ActiveAnimNotifyEventReference

type: TArray<FAnimNo...

ActiveAnimNotifyState

description: Currently Active AnimNotifyState, stored as a copy of the event as we need to call NotifyEnd on the event after a deletion in the editor.

ActiveMontagesMap

type: TMap< classUAn...

description: Map between Active Montages and theirFAnimMontageInstance

AnimInstanceProxy

type: FAnimInstancePr...

description: Proxy object, nothing should access this from an externally-callable API as it is used as a scratch area on worker threads

bCreatedByLinkedAnimGraph

type: uint8:  1

description: Flag to check if created by LinkedAnimGraph in ReinitializeLinkedAnimInstance

bNeedsUpdate

description: Flag to check back on the game thread that indicates we need to runPostUpdateAnimation()in the post-eval call

bPropagateNotifiesToLinkedInstances

description: Whether to propagate notifies to any linked anim instances

bReceiveNotifiesFromLinkedInstances

description: Whether to process notifies from any linked anim instances

bUseMainInstanceMontageEvaluationData

description: If true, linked instances will use the main instance's montage data.

bUseMultiThreadedAnimationUpdate

description: Allows this anim instance to update its native update, blend tree, montages and asset players on a worker thread.

bUsingCopyPoseFromMesh

description: If this AnimInstance has nodes using 'CopyPoseFromMesh' this will be true.

CurrentLifeTimerScrubPosition

type: double

description: Current scrubbing playback position (only used when debugging in Persona)

CurrentSkeleton

type: TObjectPtr<USk...

description: This is used to extract animation. If Mesh exists, this will be overwritten by Mesh->Skeleton

DebugDataCounter

type: FGraphTraversal...

LifeTimer

description: Maximum playback position ever reached (only used when debugging in Persona)

MontageInstances

type: TArray< struct ...

description: AnimMontage instances that are running currently

NotifyQueue

type: FAnimNotifyQueu...

description: Animation Notifies that has been triggered in the latest tick

OnAllMontageInstancesEnded

type: FOnAllMontageIn...

description: Called when all Montage instances have ended.

OnMontageBlendingOut

type: FOnMontageBlend...

description: Called when a montage starts blending out, whether interrupted or finished

OnMontageEnded

type: FOnMontageEnded...

description: Called when a montage has ended, whether interrupted or finished

OnMontageStarted

type: FOnMontageStart...

description: Called when a montage has started

OnPlayMontageNotifyBegin

type: FPlayMontageAni...

description: Called when a montage hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' begin

OnPlayMontageNotifyEnd

description: Called when a montage hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' end

PendingDynamicResetTeleportType

type: ETeleportType

description: Pending teleport type, set in ResetDynamics and cleared in UpdateAnimation

PostCompileValidationClassName

type: FSoftClassPath

description: Name of Class to do Post Compile Validation.

RootMotionMode

type: TEnumAsByte<ER...

description: Sets where this blueprint pulls Root Motion from.

SlotGroupInertializationRequestMap

type: TMap<FName,UE...

description: Inertialization requests gathered this frame. Gets reset in UpdateMontageEvaluationData


className: UAnimLayerInterface

description: An interface used to specify the inputs and outputs of an animation blueprint

module: Engine

code: class UAnimLayerInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: UAnimMetaData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimMetaData

description: Refer : GetMetaData/GetSectionMetaData

code: class UAnimMetaData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Add new slot track to this montage.

code: [FSlotAnimationTrack](API\Runtime\Engine\Animation\FSlotAnimationTrack) & AddSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName )


description: Add Composite section with InSectionName returns index of added item returns INDEX_NONE if failed. - i.e. InSectionName is not unique

code: int32 AddAnimCompositeSection ( [FName](API\Runtime\Core\UObject\FName) InSectionName, float StartPos )


description: Calculates what (if any) offset should be applied to the trigger time of a notify given its display time

code: virtual [EAnimEventTriggerOffsets::Type](API\Runtime\Engine\Animation\EAnimEventTriggerOffsets__Type) CalculateOffsetForNotify ( float NotifyDisplayTime ) const


description: Utility function to calculate Animation Pos from Section, PosWithinCompositeSection

code: float CalculatePos ( [FCompositeSection](API\Runtime\Engine\Animation\FCompositeSection) & Section, float PosWithinCompositeSection ) const


description: Gets the sequence length of the montage by calculating it from the lengths of the segments in the montage.

code: float CalculateSequenceLength()


code: virtual bool CanBeUsedInComposition() const


description: Update markers

code: void CollectMarkers()


description: This is recursive function that look thorough internal assets and clear the reference if recursive is found. We're going to remove the top reference if found

code: virtual bool ContainRecursive ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimCompositeBase](API\Runtime\Engine\Animation\UAnimCompositeBase) * > & CurrentAccumulatedList )


description: Utility function to create dynamic montage from AnimSequence with blend in settings

code: static [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * CreateSlotAnimationAsDynamicMontage_WithBlendSettings ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Asset, [FName](API\Runtime\Core\UObject\FName) SlotNodeName, const [FMontageBlendSettings](API\Runtime\Engine\Animation\FMontageBlendSettings) & BlendInSettings, const [FMontageBlendSettings](API\Runtime\Engine\Animation\FMontageBlendSettings) & BlendOutSettings, float InPlayRate, int32 LoopCount, float InBlendOutTriggerTime )


description: Delete Composite section with InSectionName return true if success, false otherwise

code: bool DeleteAnimCompositeSection ( int32 SectionIndex )


description: It will break down the range into steps if needed to handle looping animations, or different animations. These steps will be processed sequentially, and output the RootMotion transform in component space.

code: FTransform ExtractRootMotionFromTrackRange ( float StartTrackPosition, float EndTrackPosition ) const


description: Filter out notifies from array that are marked as 'BranchingPoints'

code: void FilterOutNotifyBranchingPoints ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) > & InAnimNotifies )


code: void FilterOutNotifyBranchingPoints ( [TArray](API\Runtime\Core\Containers\TArray)< const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * > & InAnimNotifies )


description: Find first branching point marker between track positions

code: const [FBranchingPointMarker](API\Runtime\Engine\Animation\FBranchingPointMarker) * FindFirstBranchingPointMarker ( float StartTrackPos, float EndTrackPos ) const


description: Utility function to create dynamic montage from AnimSequence

code: static [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * CreateSlotAnimationAsDynamicMontage ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Asset, [FName](API\Runtime\Core\UObject\FName) SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int32 LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt )


className: FOnMontageChangedMulticaster

code: typedef TMulticastDelegate_NoParams< void > FOnMontageChangedMulticaster


description: Prototype function to get animation data - this will need rework

code: const [FAnimTrack](API\Runtime\Engine\Animation\FAnimTrack) * GetAnimationData ( [FName](API\Runtime\Core\UObject\FName) SlotName ) const


code: virtual void GetAnimationPose ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


description: Retrieve all animations that are used by this asset

code: virtual bool GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimationSequences, bool bRecursive )


description: GetFCompositeSectionwith InSectionName

code: [FCompositeSection](API\Runtime\Engine\Animation\FCompositeSection) & GetAnimCompositeSection ( int32 SectionIndex )


description: GetFCompositeSectionwith InSectionName

code: const [FCompositeSection](API\Runtime\Engine\Animation\FCompositeSection) & GetAnimCompositeSection ( int32 SectionIndex ) const


description: Get SectionIndexfrom CurrentTime with PosWithinCompositeSection

code: int32 GetAnimCompositeSectionIndexFromPos ( float CurrentTime, float & PosWithinCompositeSection ) const


code: float GetDefaultBlendInTime() const


code: float GetDefaultBlendOutTime() const


description: Get Montage's Group Name


description: Deprecated* Use other GetMarkerSyncPositionfromMarkerIndicies signature

code: virtual [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) GetMarkerSyncPositionfromMarkerIndicies ( int32 PrevMarker, int32 NextMarker, float CurrentTime ) const


code: virtual void GetMarkerIndicesForTime ( float CurrentTime, bool bLooping, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ValidMarkerNames, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutPrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutNextMarker ) const


code: virtual [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) GetMarkerSyncPositionFromMarkerIndicies ( int32 PrevMarker, int32 NextMarker, float CurrentTime, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


description: Returns the number of sections this montage has

code: int32 GetNumSections() const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Return rate at which the animation is sampled

code: virtual [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetSamplingFrameRate() const


description: Get SectionIndex from SectionName. Returns INDEX_None if not found

code: int32 GetSectionIndex ( [FName](API\Runtime\Core\UObject\FName) InSectionName ) const


description: Return SectionIndexfrom Position

code: int32 GetSectionIndexFromPosition ( float Position ) const


code: float GetSectionLength ( int32 SectionIndex ) const


description: Get Section Metadata for the montage including metadata belong to the anim reference This will remove redundant entry if found - i.e. multiple same anim reference is used

code: const [TArray](API\Runtime\Core\Containers\TArray)< class [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * > GetSectionMetaData ( [FName](API\Runtime\Core\UObject\FName) SectionName, bool bIncludeSequence, [FName](API\Runtime\Core\UObject\FName) SlotName )


description: Get SectionName from SectionIndex. Returns NAME_None if not found

code: [FName](API\Runtime\Core\UObject\FName) GetSectionName ( int32 SectionIndex ) const


code: void GetSectionStartAndEndTime ( int32 SectionIndex, float & OutStartTime, float & OutEndTime ) const


description: Return a list of unique marker names for blending compatibility

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * GetUniqueMarkerNames()


description: Return time left to end of section from given position. -1.f if not a valid position

code: float GetSectionTimeLeftFromPos ( float Position )


description: Returns whether the anim sequences this montage have root motion enabled

code: virtual bool HasRootMotion() const


description: True if valid, false otherwise. Will log warning if not valid.

code: bool HasValidSlotSetup() const


description: This is to prevent anybody adding recursive asset to anim composite as a result of anim composite being a part of anim sequence base

code: virtual void InvalidateRecursiveAsset()


description: Return true if this is valid additive animation false otherwise

code: virtual bool IsValidAdditive() const


description: Check if this slot has a valid additive animation for the specified slot. The slot name should not include the group name. i.e. for "DefaultGroup.DefaultSlot", the slot name is "DefaultSlot".

code: bool IsValidAdditiveSlot ( const [FName](API\Runtime\Core\UObject\FName) & SlotNodeName ) const


code: bool IsValidSectionIndex ( int32 SectionIndex ) const


description: true if valid section

code: bool IsValidSectionName ( [FName](API\Runtime\Core\UObject\FName) InSectionName ) const


description: Return true if valid slot

code: bool IsValidSlot ( [FName](API\Runtime\Core\UObject\FName) InSlotName ) const


code: virtual void PopulateWithExistingModel ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > ExistingDataModel )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Update cache data (notify tracks, sync markers)

code: virtual void RefreshCacheData()


description: Registers a delegate to be called after notification has changed

code: void RegisterOnMontageChanged ( const [FOnMontageChanged](API\Runtime\Engine\Animation\UAnimMontage\FOnMontageChanged) & Delegate )


description: Replace this assets references to other animations based on ReplacementMap

code: virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & ReplacementMap )


code: virtual void SetCompositeLength ( float InLength )


description: Advances the asset player instance

code: virtual void TickAssetPlayer ( [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & Instance, struct [FAnimNotifyQueue](API\Runtime\Engine\Animation\FAnimNotifyQueue) & NotifyQueue, [FAnimAssetTickContext](API\Runtime\Engine\Animation\FAnimAssetTickContext) & Context ) const


code: void UnregisterOnMontageChanged ( void * Unregister )


description: Update all linkable elements contained in the montage

code: void UpdateLinkableElements()


description: Update linkable elements that rely on a specific segment. This will update linkable elements for the segment specified and elements linked to segments after the segment specified

code: void UpdateLinkableElements ( int32 SlotIdx, int32 SegmentIdx )


code: UAnimMontage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimMontage

description: 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. If it does, please add the copy in the function RefreshParentAssetData

code: class UAnimMontage : public [UAnimCompositeBase](API\Runtime\Engine\Animation\UAnimCompositeBase)

bEnableAutoBlendOut

type: bool

description: When it hits end, it automatically blends out.

bEnableRootMotionRotation

description: If this is on, it will allow extracting root motion rotation.

bEnableRootMotionTranslation

description: If this is on, it will allow extracting root motion translation.

BlendIn

type: FAlphaBlend

description: Blend in option.

BlendModeIn

type: EMontageBlendMo...

BlendOut

description: Blend out option.

BlendOutTriggerTime

type: float

description: Time from Sequence End to trigger blend out.

BlendProfileIn

type: TObjectPtr<UBl...

description: The blend profile to use.

BlendProfileOut

description: The blend profile to use.

BranchingPointStateNotifyIndices

type: TArray< int32 >

description: Keep track of which AnimNotify_State are marked as BranchingPoints, so we can update their state when the Montage is ticked

CompositeSections

type: TArray<FCompos...

description: Composite section.

MarkerData

type: FMarkerSyncData

PreviewBasePose

type: TObjectPtr<UAn...

description: Preview Base pose for additive BlendSpace

RootMotionRootLock

description: Root Bone will be locked to that position when extracting root motion.

SlotAnimTracks

description: Slot data, each slot contains anim track

SyncGroup

type: FName

description: If you're using marker based sync for this montage, make sure to add sync group name.

SyncSlotIndex

description: Indexof the slot track used for collecting sync markers

TimeStretchCurve

type: FTimeStretchCur...

description: Time stretch curve will only be used when the montage has a non-default play rate

TimeStretchCurveName

description: Name of optional TimeStretchCurveName to look for in Montage.


description:
Gets the current time in seconds relative to the start of the notify state, clamped to the range of the notify state
the current time in seconds relative to the start of the notify state, clamped to the range of the notify state

code: static float GetCurrentAnimationNotifyStateTime ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


description:
Get the current anim notify time in seconds for when this notify was fired
the time in seconds through the current animation for when this notify was fired

code: static float GetCurrentAnimationTime ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


description:
Get the current anim notify time as a ratio (0 -> 1) through the animation for when this notify was fired
the time as a ratio (0 -> 1) through the animation for when this notify was fired

code: static float GetCurrentAnimationTimeRatio ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


description: Get whether the notify state reached the end (was not cancelled)

code: static bool NotifyStateReachedEnd ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


className: UAnimNotifyLibrary

description: A library of commonly used functionality for Notifies, exposed to blueprint.

code: class UAnimNotifyLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: If the notify is mirrored, return the mirror data table that was active.

code: static const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * GetMirrorDataTable ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


description: Get whether the animation which triggered this notify was mirrored.

code: static bool IsTriggeredByMirroredAnimation ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


className: UAnimNotifyMirrorInspectionLibrary

description: A library of commonly used functionality for Notifies related to mirroring, exposed to blueprint.

code: class UAnimNotifyMirrorInspectionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description:
Gets the current time as a ratio (0 -> 1) relative to the start of the notify state
the current time as a ratio (0 -> 1) relative to the start of the notify state

code: static float GetCurrentAnimationNotifyStateTimeRatio ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


description: Get whether the Reference ContextData has the given state and machine index in a UAnimNotifyStateMachineContext.

code: static bool IsStateInStateMachineInEventContext ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & Reference, int32 StateMachineIndex, int32 StateIndex )


description: Get whether the notify was triggered from the specified state machine

code: static bool IsTriggeredByStateMachine ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance, [FName](API\Runtime\Core\UObject\FName) StateMachineName )


description: Get whether the Reference ContextData has the given machine index in a UAnimNotifyStateMachineContext. This function should not be exposed to blueprint

code: static bool IsStateMachineInEventContext ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & Reference, int32 StateMachineIndex )


description: Get whether a particular state in a specific state machine triggered the notify

code: static bool IsTriggeredByStateInStateMachine ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance, [FName](API\Runtime\Core\UObject\FName) StateMachineName, [FName](API\Runtime\Core\UObject\FName) StateName )


description: Get whether a state with the given name in any state machine triggered the notify

code: static bool IsTriggeredByState ( const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance, [FName](API\Runtime\Core\UObject\FName) StateName )


description: A library of commonly used functionality for Notifies related to state machines, exposed to blueprint.

code: class UAnimNotifyStateMachineInspectionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Deprecated* AddBoneCustomAttribute has been deprecated seeUAnimDataController::AddAttribute

code: void AddBoneFloatCustomAttribute ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & TimeKeys, const [TArray](API\Runtime\Core\Containers\TArray)< float > & ValueKeys )


code: void AddBoneIntegerCustomAttribute ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & TimeKeys, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ValueKeys )


description: Deprecated* AddBoneStringCustomAttribute has been deprecated seeUAnimDataController::AddAttribute

code: void AddBoneStringCustomAttribute ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & TimeKeys, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ValueKeys )


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * This, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: virtual void AdvanceMarkerPhaseAsFollower ( const [FMarkerTickContext](API\Runtime\Engine\Animation\FMarkerTickContext) & Context, float DeltaRemaining, bool bLooping, float & CurrentTime, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & PreviousMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & NextMarker, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


code: virtual void AdvanceMarkerPhaseAsLeader ( bool bLooping, float MoveDelta, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ValidMarkerNames, float & CurrentTime, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & PrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & NextMarker, [TArray](API\Runtime\Core\Containers\TArray)< [FPassedMarker](API\Runtime\Engine\Animation\FPassedMarker) > & MarkersPassed, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


description: Deprecated* ApplyCompressedData has been deprecated

code: void ApplyCompressedData ( const [FString](API\Runtime\Core\Containers\FString) & DataCacheKeySuffix, const bool bPerformFrameStripping, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


description: Bakes out the additive version of this animation into the raw data.

code: void BakeOutAdditiveIntoRawData ( [TArray](API\Runtime\Core\Containers\TArray)< [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) > & NewRawTracks, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & NewAnimationTrackNames, [TArray](API\Runtime\Core\Containers\TArray)< [FTrackToSkeletonMap](API\Runtime\Engine\Animation\FTrackToSkeletonMap) > & NewTrackToSkeletonMapTable, [TArray](API\Runtime\Core\Containers\TArray)< [FFloatCurve](API\Runtime\Engine\Animation\FFloatCurve) > & NewCurveTracks, [TArray](API\Runtime\Core\Containers\TArray)< [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) > & AdditiveBaseAnimationData ) const


description: Bakes out track data for the skeletons virtual bones into the raw data

code: void BakeOutVirtualBoneTracks ( [TArray](API\Runtime\Core\Containers\TArray)< [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) > & NewRawTracks, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & NewAnimationTrackNames, [TArray](API\Runtime\Core\Containers\TArray)< [FTrackToSkeletonMap](API\Runtime\Engine\Animation\FTrackToSkeletonMap) > & NewTrackToSkeletonMapTable )


description: Deprecated* BakeTrackCurvesToRawAnimationTracks has been deprecated

code: void BakeTrackCurvesToRawAnimationTracks ( [TArray](API\Runtime\Core\Containers\TArray)< [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) > & NewRawTracks, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & NewTrackNames, [TArray](API\Runtime\Core\Containers\TArray)< [FTrackToSkeletonMap](API\Runtime\Engine\Animation\FTrackToSkeletonMap) > & NewTrackToSkeletonMapTable )


description: Add Key to Transform Curves

code: void AddKeyToSequence ( float Time, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const FTransform & AdditiveTransform )


code: [FIoHash](API\Runtime\Core\IO\FIoHash) BeginCacheDerivedData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Synchronous caching of compressed animation data for provided target platform.

code: [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & CacheDerivedData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: void CalculateNumberOfSampledKeys()


description: Clear all cached cooked platform data


description: Is this animation valid for baking into additive.

code: bool CanBakeAdditive() const


description: Deprecated* ClearResampledAnimationTrackData has been deprecated

code: void ClearResampledAnimationTrackData()


description: Create Animation Sequence from Reference Pose of the Mesh

code: bool CreateAnimation ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh )


description: Create Animation Sequence from the Mesh Component's current bone transform

code: bool CreateAnimation ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent )


description: Create Animation Sequence from the given animation

code: bool CreateAnimation ( class [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Sequence )


code: [FIoHash](API\Runtime\Core\IO\FIoHash) CreateDerivedDataKeyHash ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: void DeleteDeprecatedRawAnimationData()


description: Return true if compressed data is out of date / missing and so animation needs to use raw data

code: bool DoesNeedRecompress() const


description: Test whether at any point we will scale a bone to 0 (needed for validating additive anims)


description: To support anim sequence base to all montages

code: virtual void EnableRootMotionSettingFromMontage ( bool bInEnableRootMotion, const [ERootMotionRootLock::Type](API\Runtime\Engine\Animation\ERootMotionRootLock__Type) InRootMotionRootLock )


code: void EndCacheDerivedData ( const [FIoHash](API\Runtime\Core\IO\FIoHash) & KeyHash )


code: void EvaluateAttributes ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, bool bUseRawData ) const


description: Add curve data to Instance at the time of CurrentTime

code: virtual void EvaluateCurveData ( [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurve, float CurrentTime, bool bForceUseRawData ) const


description: Deprecated* Please use EvaluateCurveData that takes anFName.

code: virtual float EvaluateCurveData ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) CurveUID, float CurrentTime, bool bForceUseRawData ) const


code: virtual float EvaluateCurveData ( [FName](API\Runtime\Core\UObject\FName) CurveName, float CurrentTime, bool bForceUseRawData ) const


description: Extract Root Motion transform from the animation.

code: virtual FTransform ExtractRootMotion ( float StartTime, float DeltaTime, bool bAllowLooping ) const


description: Extract the transform from the root track for the given animation position.

code: virtual FTransform ExtractRootTrackTransform ( float Time, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) * RequiredBones ) const


description: Get a pointer to the data for a given Anim Notify.

code: uint8 * FindSyncMarkerPropertyData ( int32 SyncMarkerIndex, [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) *& ArrayProperty )


description: Helper function to allow us to notify animations that depend on us that they need to update.


description: Generate a GUID from a hash of our own raw data


description: Default implementation, no additive

code: virtual EAdditiveAnimationType GetAdditiveAnimType() const


description: Ideally this would be animsequcnebase, but we might have some issue with that. For now, just allow AnimSequence

code: virtual [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetAdditiveBasePose() const


description: Get Bone Transform of the base (reference) pose of the additive animation for the Time given, relative to Parent for all RequiredBones

code: void GetAdditiveBasePose ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


code: void GetAdditiveBasePose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurve, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


description: Retrieve all animations that are used by this asset

code: virtual bool GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimationSequences, bool bRecursive )


description: Begin Transform related functions.

code: virtual void GetAnimationPose ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


description: The approximate size of compressed animation data for only bones.


description: The approximate size of compressed animation data.

code: int32 GetApproxCompressedSize() const


description: The approximate size of raw animation data.

code: int64 GetApproxRawSize() const


description: Extract Root Motion transform from a contiguous position range (no looping)

code: virtual FTransform ExtractRootMotionFromRange ( float StartTrackPosition, float EndTrackPosition ) const


description: Get Bone Transform of the Time given, relative to Parent for all RequiredBones This returns different transform based on additive or not. Or what kind of additive.

code: void GetBonePose ( struct [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, bool bForceUseRawData ) const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Get Bone Transform of the animation for the Time given, relative to Parent for all RequiredBones

code: void GetBonePose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurve, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, bool bForceUseRawData ) const


description: Get Bone Transform of the additive animation for the Time given, relative to Parent for all RequiredBones

code: void GetBonePose_Additive ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


code: void GetBonePose_Additive ( [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurve, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


description: Get Bone Transform of the Time given, relative to Parent for the Track Given

code: void GetBoneTransform ( FTransform & OutAtom, int32 TrackIndex, float Time, bool bUseRawData ) const


code: void GetBoneTransform ( FTransform & OutAtom, [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) BoneIndex, double Time, bool bUseRawData ) const


code: void GetBoneTransform ( FTransform & OutAtom, [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) BoneIndex, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, bool bUseRawData ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimCompressedCurveIndexedName](API\Runtime\Engine\Animation\FAnimCompressedCurveIndexedName) > & GetCompressedCurveIndexedNames() const


description: Deprecated* Please use GetCompressedCurveIndexedNames

code: const [TArray](API\Runtime\Core\Containers\TArray)< struct [FSmartName](API\Runtime\Engine\Animation\FSmartName) > & GetCompressedCurveNames() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FTrackToSkeletonMap](API\Runtime\Engine\Animation\FTrackToSkeletonMap) > & GetCompressedTrackToSkeletonMapTable() const


description: Advancing based on markers.

code: float GetCurrentTimeFromMarkers ( [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & PrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & NextMarker, float PositionBetweenMarkers ) const


description: Deprecated* GetDDCCacheKeySuffix has been deprecated use CreateDerivedDataKeyHash instead

code: [FString](API\Runtime\Core\Containers\FString) GetDDCCacheKeySuffix ( const bool bPerformStripping, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: virtual float GetFirstMatchingPosFromMarkerSyncPos ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & InMarkerSyncGroupPosition ) const


code: virtual void GetMarkerIndicesForPosition ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & SyncPosition, bool bLooping, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutPrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutNextMarker, float & CurrentTime, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


code: virtual void GetMarkerIndicesForTime ( float CurrentTime, bool bLooping, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ValidMarkerNames, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutPrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutNextMarker ) const


description: Deprecated* Use other GetMarkerSyncPositionfromMarkerIndicies signature

code: virtual [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) GetMarkerSyncPositionfromMarkerIndicies ( int32 PrevMarker, int32 NextMarker, float CurrentTime ) const


code: virtual [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) GetMarkerSyncPositionFromMarkerIndicies ( int32 PrevMarker, int32 NextMarker, float CurrentTime, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


code: virtual float GetNextMatchingPosFromMarkerSyncPos ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & InMarkerSyncGroupPosition, const float & StartingPosition ) const


code: virtual int32 GetMarkerUpdateCounter() const


description: Return the total number of keys sampled for this animation, including the T0 key

code: virtual int32 GetNumberOfSampledKeys() const


description: Called during cooking. Must return all objects that will be Preload()ed when this is serialized at load time. Only used by the EDL.

code: virtual void GetPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )


code: virtual float GetPrevMatchingPosFromMarkerSyncPos ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & InMarkerSyncGroupPosition, const float & StartingPosition ) const


description: Return this animations guid for the raw data


code: const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GetRetargetTransforms() const


description: Return rate at which the animation is sampled

code: virtual [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetSamplingFrameRate() const


description: Get Skeleton BoneIndexfrom TrackIndexfor compressed data

code: int32 GetSkeletonIndexFromCompressedDataTrackIndex ( const int32 TrackIndex ) const


code: [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetTargetSamplingFrameRate ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InPlatform ) const


description: estimate uncompressed raw size. This isnotthe real raw size. Here we estimate what it would be with no trivial compression.

code: int32 GetUncompressedRawSize() const


description: Return a list of unique marker names for blending compatibility

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * GetUniqueMarkerNames()


code: virtual void HandleAssetPlayerTickedInternal ( [FAnimAssetTickContext](API\Runtime\Engine\Animation\FAnimAssetTickContext) & Context, const float PreviousTime, const float MoveDelta, const [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & Instance, struct [FAnimNotifyQueue](API\Runtime\Engine\Animation\FAnimNotifyQueue) & NotifyQueue ) const


description: Deprecated* Please use HasCurveData that takes anFName.

code: virtual bool HasCurveData ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) CurveUID, bool bForceUseRawData ) const


code: virtual bool HasCurveData ( [FName](API\Runtime\Core\UObject\FName) CurveName, bool bForceUseRawData ) const


code: virtual bool HasRootMotion() const


description: Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

code: virtual bool IsCachedCookedPlatformDataLoaded ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: bool IsCurveCompressedDataValid() const


code: bool IsCompressedDataValid() const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Return true if this is valid additive animation false otherwise

code: virtual bool IsValidAdditive() const


description: Add validation check to see if it's being ready to play or not

code: virtual bool IsValidToPlay() const


description: Should we be always using our raw data (i.e is our compressed data stale)

code: bool OnlyUseRawData() const


description: Callback registered to UAnimDatModel::GetModifiedEvent for the embedded object

code: virtual void OnModelModified ( const EAnimDataModelNotifyType & NotifyType, [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * Model, const [FAnimDataModelNotifPayload](API\Runtime\Engine\Animation\AnimData\FAnimDataModelNotifPayload) & Payload )


code: virtual void OnSetSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * NewSkeleton )


code: bool PollCacheDerivedData ( const [FIoHash](API\Runtime\Core\IO\FIoHash) & KeyHash ) const


description: Populates theUAnimDataModelobject according to any pre-existing data. (overrides expect to populate the model according to their data)

code: virtual void PopulateModel()


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Deprecated* RecompressAnimationData has been deprecated

code: void RecompressAnimationData()


description: Update cache data (notify tracks, sync markers)

code: virtual void RefreshCacheData()


description: Refresh sync marker data


description: Deprecated* RemoveAllCustomAttributes has been deprecated seeUAnimDataController::RemoveAllAttributes

code: void RemoveAllCustomAttributes()


description: Deprecated* RemoveCustomAttribute has been deprecated seeUAnimDataController::RemoveAttribute

code: void RemoveCustomAttribute ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName )


description: Deprecated* RemoveAllCustomAttributesForBone has been deprecated seeUAnimDataController::RemoveAllAttributesForBone

code: void RemoveAllCustomAttributesForBone ( const [FName](API\Runtime\Core\UObject\FName) & BoneName )


description: Remove all markers with the specified names

code: bool RemoveSyncMarkers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & MarkersToRemove )


description: Rename the markers with the specified name

code: bool RenameSyncMarkers ( [FName](API\Runtime\Core\UObject\FName) InOldName, [FName](API\Runtime\Core\UObject\FName) InNewName )


description: Replace this assets references to other animations based on ReplacementMap

code: virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & ReplacementMap )


description: Deprecated* RequestAnimCompression has been deprecated use BeginCacheDerivedData or CacheDerivedData instead

code: void RequestAnimCompression ( PRAGMA_DISABLE_DEPRECATION_WARNINGS[FRequestAnimCompressionParams](API\Runtime\Engine\Animation\FRequestAnimCompressionParams) Params )


description: Deprecated* RequestSyncAnimRecompression has been deprecated use BeginCacheDerivedData instead

code: void RequestAsyncAnimRecompression ( bool bOutput )


description: Deprecated* RequestSyncAnimRecompression has been deprecated use CacheDerivedData instead

code: void RequestSyncAnimRecompression ( bool bOutput )


description: Deprecated* ResampleAnimationTrackData has been deprecated

code: void ResampleAnimationTrackData() const


code: void Reschedule ( [FQueuedThreadPool](API\Runtime\Core\Misc\FQueuedThreadPool) * InThreadPool, EQueuedWorkPriority InPriority )


description: Resets Bone Animation, Curve data and Notify tracks

code: void ResetAnimation()


description: Retarget a single bone transform, to apply right after extraction.

code: void RetargetBoneTransform ( FTransform & BoneTransform, const int32 SkeletonBoneIndex, const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & BoneIndex, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones, const bool bIsBakedAdditive ) const


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Write the compressed data to the suppliedFArchive.

code: void SerializeCompressedData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bDDCData )


description: Sort the sync markers array by time, earliest first.

code: void SortSyncMarkers()


description: Deprecated* SetUseRawDataOnly has been deprecated

code: void SetUseRawDataOnly ( bool bInUseRawDataOnly )


description: Get compressed data for thisUAnimSequence. May be built directly or pulled from DDC.

code: bool ShouldPerformStripping ( const bool bPerformFrameStripping, const bool bPerformStrippingOnOddFramedAnims ) const


description: Performs multiple evaluations of the animation as a test of compressed data validatity

code: void TestEvalauteAnimation() const


code: void UpdateCompressedCurveName ( const [FName](API\Runtime\Core\UObject\FName) & OldCurveName, const [FName](API\Runtime\Core\UObject\FName) & NewCurveName )


description: Deprecated* Please use UpdateCompressedCurveName that takes FNames.

code: void UpdateCompressedCurveName ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) CurveUID, const struct [FSmartName](API\Runtime\Engine\Animation\FSmartName) & NewCurveName )


description: Helper function to allow us to update streaming animations that depend on us with our data when we are updated.


code: bool UseRawDataForPoseExtraction ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) const


description: Take a set of marker positions and validates them against a requested start position, updating them as desired

code: void ValidateCurrentPosition ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & Position, bool bPlayingForwards, bool bLooping, float & CurrentTime, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & PreviousMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & NextMarker, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


code: void WaitOnExistingCompression ( const bool bWantResults )


description: All caching has finished for this object (all IsCachedCookedPlatformDataLoaded functions have finished for all platforms)


code: UAnimSequence ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimSequence

code: class UAnimSequence : public [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase)

AdditiveAnimType

type: TEnumAsByte< en...

description: Additive animation type.

AssetImportData

type: TObjectPtr< cla...

description: Importing data and options used for this mesh

AttributeCurves

type: TMap<FAnimatio...

AuthoredSyncMarkers

type: TArray<FAnimSy...

description: Authored Sync markers

bAllowFrameStripping

description: Allow frame stripping to be performed on this animation if the platform requests it Can be disabled if animation has high frequency movements that are being lost.

bDoNotOverrideCompression

type: uint32: 1

description: Do not attempt to override compression scheme when running CompressAnimations commandlet.

bEnableRootMotion

description: If this is on, it will allow extracting of root motion

bForceRootLock

description: Force Root Bone Lock even if Root Motion is not enabled

BoneCompressionSettings

description: The bone compression settings used to compress bones in this sequence.

bRootMotionSettingsCopiedFromMontage

description: Have we copied root motion settings from an owning montage

bUseNormalizedRootMotionScale

description: If this is on, it will use a normalized scale value for the root motion extracted: FVector(1.0, 1.0, 1.0)

CacheTasksByKeyHash

type: TMap<FIoHash, ...

CompressCommandletVersion

description: Saved version number with CompressAnimations commandlet. To help with doing it in multiple passes.

CompressedData

type: FCompressedAnim...

CompressionErrorThresholdScale

description: Set a scale for error threshold on compression.

CurveCompressionSettings

description: The curve compression settings used to compress curves in this sequence.

DataKeyHash

type: FIoHash

ImportFileFramerate

description: The DCC framerate of the imported file. UI information only, unit are Hz

ImportResampleFramerate

description: The resample framerate that was computed during import. UI information only, unit are Hz

Interpolation

type: EAnimInterpolat...

description: This defines how values between keys are calculated

MarkerDataUpdateCounter

description: Track whether we have updated markers so cached data can be updated.

PlatformTargetFrameRate

type: FPerPlatformFra...

RefFrameIndex

description: Additve reference frame if RefPoseType == AnimFrame

RefPoseSeq

description: Additive reference animation if it's relevant - i.e. AnimScaled or AnimFrame

RefPoseType

description: Additive refrerence pose type. Refer above enum type

RetargetSource

description: Base pose to use when retargeting

RetargetSourceAsset

type: TSoftObjectPtr<...

description: If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting.

RetargetSourceAssetReferencePose

type: TArray< FTransf...

description: When using RetargetSourceAsset, use the post stored here

RootMotionRootLock

description: Root Bone will be locked to that position when extracting root motion.

TargetFrameRate

type: FFrameRate

UniqueMarkerNames

type: TArray<FName>

description: List of Unique marker names in this animation sequence


description: Deprecated* Use other AdvanceMarkerPhaseAsFollower signature

code: virtual void AdvanceMarkerPhaseAsFollower ( const [FMarkerTickContext](API\Runtime\Engine\Animation\FMarkerTickContext) & Context, float DeltaRemaining, bool bLooping, float & CurrentTime, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & PreviousMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & NextMarker ) const


code: virtual void AdvanceMarkerPhaseAsFollower ( const [FMarkerTickContext](API\Runtime\Engine\Animation\FMarkerTickContext) & Context, float DeltaRemaining, bool bLooping, float & CurrentTime, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & PreviousMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & NextMarker, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


description: Deprecated* Use other AdvanceMarkerPhaseAsLeader signature

code: virtual void AdvanceMarkerPhaseAsLeader ( bool bLooping, float MoveDelta, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ValidMarkerNames, float & CurrentTime, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & PrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & NextMarker, [TArray](API\Runtime\Core\Containers\TArray)< [FPassedMarker](API\Runtime\Engine\Animation\FPassedMarker) > & MarkersPassed ) const


code: virtual void AdvanceMarkerPhaseAsLeader ( bool bLooping, float MoveDelta, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ValidMarkerNames, float & CurrentTime, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & PrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & NextMarker, [TArray](API\Runtime\Core\Containers\TArray)< [FPassedMarker](API\Runtime\Engine\Animation\FPassedMarker) > & MarkersPassed, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


description: Binds to DataModel its modification delegate

code: void BindToModelModificationEvent()


description: Calculates what (if any) offset should be applied to the trigger time of a notify given its display time

code: virtual [EAnimEventTriggerOffsets::Type](API\Runtime\Engine\Animation\EAnimEventTriggerOffsets__Type) CalculateOffsetForNotify ( float NotifyDisplayTime ) const


code: virtual bool CanBeUsedInComposition() const


description: Fix up any notifies that are positioned beyond the end of the sequence

code: void ClampNotifiesAtEndOfSequence()


description: Replaces the current DataModel, if any, with the provided one

code: void CopyDataModel ( const [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > & ModelToDuplicate )


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: To support anim sequence base to montage

code: virtual void EnableRootMotionSettingFromMontage ( bool bInEnableRootMotion, const [ERootMotionRootLock::Type](API\Runtime\Engine\Animation\ERootMotionRootLock__Type) InRootMotionRootLock )


description: Add curve data to Instance at the time of CurrentTime

code: virtual void EvaluateCurveData ( [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurve, float CurrentTime, bool bForceUseRawData ) const


description: Deprecated* Please use EvaluateCurveData that takes aFName.

code: virtual float EvaluateCurveData ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) CurveUID, float CurrentTime, bool bForceUseRawData ) const


code: virtual float EvaluateCurveData ( [FName](API\Runtime\Core\UObject\FName) CurveName, float CurrentTime, bool bForceUseRawData ) const


description: Extract Root Motion transform from the animation.

code: virtual FTransform ExtractRootMotion ( float StartTime, float DeltaTime, bool bAllowLooping ) const


description: Extract the transform from the root track for the given animation position.

code: virtual FTransform ExtractRootTrackTransform ( float Time, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) * RequiredBones ) const


description: Extract Root Motion transform from a contiguous position range (no looping)

code: virtual FTransform ExtractRootMotionFromRange ( float StartTrackPosition, float EndTrackPosition ) const


description: Get a pointer to the data for a given array property item.

code: uint8 * FindArrayProperty ( const TCHAR * PropName, [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) *& ArrayProperty, int32 ArrayIndex )


description: Get a pointer to the data for a given Anim Notify.

code: uint8 * FindNotifyPropertyData ( int32 NotifyIndex, [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) *& ArrayProperty )


className: FOnNotifyChangedMulticaster

code: typedef TMulticastDelegate_NoParams< void > FOnNotifyChangedMulticaster


description: Default implementation, no additive

code: virtual EAdditiveAnimationType GetAdditiveAnimType() const


description: Ideally this would be animsequcnebase, but we might have some issue with that. For now, just allow AnimSequence

code: virtual [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetAdditiveBasePose() const


code: virtual void GetAnimationPose ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


description: Get Bone Transform of the Time given, relative to Parent for all RequiredBones This returns different transform based on additive or not. Or what kind of additive.

code: virtual void GetAnimationPose ( struct [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurve, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


description: Retrieves AnimNotifies given a StartTime and a DeltaTime. Time will be advanced and support looping if bAllowLooping is true. Supports playing backwards (DeltaTime<0). Returns notifies between StartTime (exclusive) and StartTime+DeltaTime (inclusive)

code: void GetAnimNotifies ( const float & StartTime, const float & DeltaTime, [FAnimNotifyContext](API\Runtime\Engine\Animation\FAnimNotifyContext) & NotifyContext ) const


code: void GetAnimNotifies ( const float & StartTime, const float & DeltaTime, const bool bAllowLooping, [TArray](API\Runtime\Core\Containers\TArray)< const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * > & OutActiveNotifies ) const


description: Deprecated* Use the other GetAnimNotifies that takesFAnimNotifyContextinstead

code: void GetAnimNotifies ( const float & StartTime, const float & DeltaTime, const bool bAllowLooping, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) > & OutActiveNotifies ) const


description: Retrieves AnimNotifies between two time positions. ]PreviousPosition, CurrentPosition] Between PreviousPosition (exclusive) and CurrentPosition (inclusive). Supports playing backwards (CurrentPosition

code: void GetAnimNotifiesFromDeltaPositions ( const float & PreviousPosition, const float & CurrentPosition, [TArray](API\Runtime\Core\Containers\TArray)< const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * > & OutActiveNotifies ) const


description: Deprecated* Use the other GetAnimNotifiesFromDeltaPositions that takesFAnimNotifyContextinstead

code: virtual void GetAnimNotifiesFromDeltaPositions ( const float & PreviousPosition, const float & CurrentPosition, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) > & OutActiveNotifies ) const


code: virtual void GetAnimNotifiesFromDeltaPositions ( const float & PreviousPosition, const float & CurrentPosition, [FAnimNotifyContext](API\Runtime\Engine\Animation\FAnimNotifyContext) & NotifyContext ) const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Returns the transientUAnimDataControllerset to operate on DataModel


code: virtual const [FRawCurveTracks](API\Runtime\Engine\Animation\FRawCurveTracks) & GetCurveData() const


description: Returns theIAnimationDataModelobject embedded in thisUAnimSequenceBase

code: [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * GetDataModel() const


description: Returns theIAnimationDataModelas a script-interface, provides access toUObjectand Interface


description: Get the frame number for the provided time

code: virtual int32 GetFrameAtTime ( const float Time ) const


code: virtual float GetFirstMatchingPosFromMarkerSyncPos ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & InMarkerSyncGroupPosition ) const


description: Deprecated* Use other GetMarkerIndicesForPosition signature

code: virtual void GetMarkerIndicesForPosition ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & SyncPosition, bool bLooping, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutPrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutNextMarker, float & CurrentTime ) const


code: virtual void GetMarkerIndicesForPosition ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & SyncPosition, bool bLooping, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutPrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutNextMarker, float & CurrentTime, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


code: virtual void GetMarkerIndicesForTime ( float CurrentTime, bool bLooping, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ValidMarkerNames, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutPrevMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & OutNextMarker ) const


description: Deprecated* Use other GetMarkerSyncPositionfromMarkerIndicies signature

code: virtual [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) GetMarkerSyncPositionfromMarkerIndicies ( int32 PrevMarker, int32 NextMarker, float CurrentTime ) const


code: virtual [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) GetMarkerSyncPositionFromMarkerIndicies ( int32 PrevMarker, int32 NextMarker, float CurrentTime, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


code: virtual float GetNextMatchingPosFromMarkerSyncPos ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & InMarkerSyncGroupPosition, const float & StartingPosition ) const


description: Return Number of Keys

code: virtual int32 GetNumberOfFrames() const


description: Return the total number of keys sampled for this animation, including the T0 key

code: virtual int32 GetNumberOfSampledKeys() const


description: Returns the total play length of the montage, if played back with a speed of 1.0.

code: virtual float GetPlayLength() const


code: virtual float GetPrevMatchingPosFromMarkerSyncPos ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & InMarkerSyncGroupPosition, const float & StartingPosition ) const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Return rate at which the animation is sampled

code: virtual [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetSamplingFrameRate() const


description: Get the time at the given frame

code: virtual float GetTimeAtFrame ( const int32 Frame ) const


description: Deprecated* Please use HasCurveData that takes aFName.

code: virtual bool HasCurveData ( [SmartName::UID_Type](API\Runtime\Engine\UID_Type) CurveUID, bool bForceUseRawData ) const


code: virtual bool HasCurveData ( [FName](API\Runtime\Core\UObject\FName) CurveName, bool bForceUseRawData ) const


code: virtual bool HasRootMotion() const


code: virtual void HandleAssetPlayerTickedInternal ( [FAnimAssetTickContext](API\Runtime\Engine\Animation\FAnimAssetTickContext) & Context, const float PreviousTime, const float MoveDelta, const [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & Instance, struct [FAnimNotifyQueue](API\Runtime\Engine\Animation\FAnimNotifyQueue) & NotifyQueue ) const


description: Return true if anim notify is available

code: virtual bool IsNotifyAvailable() const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


code: virtual bool IsValidToPlay() const


code: void OnEndLoadPackage ( const [FEndLoadPackageContext](API\Runtime\CoreUObject\UObject\FEndLoadPackageContext) & Context )


description: Callback registered to UAnimDatModel::GetModifiedEvent for the embedded object

code: virtual void OnModelModified ( const EAnimDataModelNotifyType & NotifyType, [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * Model, const [FAnimDataModelNotifPayload](API\Runtime\Engine\Animation\AnimData\FAnimDataModelNotifPayload) & Payload )


description: Populates theUAnimDataModelobject according to any pre-existing data. (overrides expect to populate the model according to their data)

code: virtual void PopulateModel()


code: virtual void PopulateWithExistingModel ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > ExistingDataModel )


code: virtual void PostDuplicate ( [EDuplicateMode::Type](API\Runtime\CoreUObject\UObject\EDuplicateMode__Type) DuplicateMode )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Update cache data (notify tracks, sync markers)

code: virtual void RefreshCacheData()


code: virtual void RefreshParentAssetData()


description: Registers a delegate to be called after notification has changed

code: void RegisterOnNotifyChanged ( const [FOnNotifyChanged](API\Runtime\Engine\Animation\UAnimSequenceBase\FOnNotifyChanged) & Delegate )


description: Remove all notifies

code: void RemoveNotifies()


description: Remove the notifies specified

code: bool RemoveNotifies ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & NotifiesToRemove )


description: Renames all named notifies with InOldName to InNewName

code: void RenameNotifies ( [FName](API\Runtime\Core\UObject\FName) InOldName, [FName](API\Runtime\Core\UObject\FName) InNewName )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: bool ShouldDataModelBeValid() const


description: Sort the Notifies array by time, earliest first.

code: void SortNotifies()


code: void TickByMarkerAsFollower ( [FMarkerTickRecord](API\Runtime\Engine\Animation\FMarkerTickRecord) & Instance, [FMarkerTickContext](API\Runtime\Engine\Animation\FMarkerTickContext) & MarkerContext, float & CurrentTime, float & OutPreviousTime, const float MoveDelta, const bool bLooping, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


description: Advances the asset player instance

code: virtual void TickAssetPlayer ( [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & Instance, struct [FAnimNotifyQueue](API\Runtime\Engine\Animation\FAnimNotifyQueue) & NotifyQueue, [FAnimAssetTickContext](API\Runtime\Engine\Animation\FAnimAssetTickContext) & Context ) const


code: void TickByMarkerAsLeader ( [FMarkerTickRecord](API\Runtime\Engine\Animation\FMarkerTickRecord) & Instance, [FMarkerTickContext](API\Runtime\Engine\Animation\FMarkerTickContext) & MarkerContext, float & CurrentTime, float & OutPreviousTime, const float MoveDelta, const bool bLooping, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const


code: void UnregisterOnNotifyChanged ( void * Unregister )


code: UAnimSequenceBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Validates that DataModel contains a validUAnimDataModelobject

code: void ValidateModel() const


className: UAnimSequenceBase

code: class UAnimSequenceBase : public [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset)

AnimNotifyTracks

type: TArray<FAnimNo...

description: If you change Notifies array, this will need to be rebuilt

bLoop

type: bool

description: The default looping behavior of this animation. Asset players can override this

bPopulatingDataModel

description: Flag set whenever the data-model is initially populated (during upgrade path)

Controller

type: TScriptInterfac...

description: UAnimDataControllerinstance set to operate on DataModel

DataModelInterface

description: IAnimationDataModelinstance containing (source) animation data

Notifies

type: TArray< struct ...

description: Animation notifies, sorted by time (earliest notification first).

NotifyCollector

description: Helper object that keeps track of any controller brackets, and all unique notify types that are broadcasted during it

RateScale

type: float

description: Number for tweaking playback rate of this animation globally.


description:
See if we can play sequences from this AnimSet on the providedUSkeletalMesh. Returns true if there is a bone in SkelMesh for every track in the AnimSet, or there is a track of animation for every bone of the SkelMesh.
true if animation set can play on suppliedUSkeletalMesh, false if not.

code: bool CanPlayOnSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkelMesh ) const


description: Util that finds all AnimSets and flushes their LinkupCache, then calls InitAnimTree on all SkeletalMeshComponents.


description:
Returns the AnimSequence with the specified name in this set.
Pointer to AnimSequence with desired name, or NULL if sequence was not found.

code: [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * FindAnimSequence ( [FName](API\Runtime\Core\UObject\FName) SequenceName )


description: The track index for the bone with the supplied name, or INDEX_NONE if no track exists for that bone.

code: int32 FindTrackWithName ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: Find a mesh linkup table (mapping of sequence tracks to bone indices) for a particular SkeletalMesh If one does not already exist, create it now.Indexof Linkup between mesh and animation set.

code: virtual int32 GetMeshLinkupIndex ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkelMesh )


description: Get Ratio of how much that mesh fits that animation set

code: float GetSkeletalMeshMatchRatio ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkelMesh ) const


description:
Properly remove an AnimSequence from an AnimSet, and updates references it might have.
true if AnimSequence was properly removed, false if it wasn't found.

code: bool RemoveAnimSequenceFromAnimSet ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSeq )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Clears all sequences and resets the TrackBoneNames table.

code: void ResetAnimSet()


className: UAnimSet

code: class UAnimSet : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

BestRatioSkelMeshName

type: FName

description: Holds the name of the skeletal mesh whose reference skeleton best matches the TrackBoneName array.

PreviewSkelMeshName

description: In the AnimSetEditor, when you switch to this AnimSet, it sees if this skeletal mesh is loaded and if so switches to it.

Sequences

type: TArray<TObject...

description: Actual animation sequence information.

type: TMap<FName, in...

description: Do change private - they will go away.

TrackBoneNames

description: Bone name that each track relates to.


code: UAnimSet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Override point for derived classes to create their own proxy objects (allows custom allocation)

code: virtual [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * CreateAnimInstanceProxy()


description: Get the currently used asset

code: virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


description: Gets the current state of any BlendSpace

code: void GetBlendSpaceState ( FVector & OutPosition, FVector & OutFilteredPosition ) const


description: Get the currently playing asset. Can return NULL


description: Get the current playback time

code: float GetCurrentTime() const


description: Get the last filter output

code: FVector GetFilterLastOutput()


code: const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * GetMirrorDataTable()


description: Get the current play rate multiplier

code: float GetPlayRate() const


description: Check whether we are currently looping

code: bool IsLooping() const


description: Check whether we are currently playing in reverse

code: bool IsReverse() const


description: Check whether we are currently playing

code: bool IsPlaying() const


description: Advance montages

code: virtual void Montage_Advance ( float DeltaSeconds )


description: The below functions are the native overrides for each phase Native initialization override point


code: virtual void OnMontageInstanceStopped ( [FAnimMontageInstance](API\Runtime\Engine\Animation\FAnimMontageInstance) & StoppedMontageInstance )


description: Native Post Evaluate override point.


description: For AnimSequence specific

code: void PlayAnim ( bool bIsLooping, float InPlayRate, float InStartPosition )


description: Custom evaluate pose

code: virtual void RestartMontage ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, [FName](API\Runtime\Core\UObject\FName) FromSection )


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

code: virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAsset, bool bIsLooping, float InPlayRate )


code: void SetBlendSpacePosition ( const FVector & InPosition )


code: void SetLooping ( bool bIsLooping )


code: void SetMirrorDataTable ( const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorDataTable )


description: Public name, available to the world. Names are stored as a combination of an index into a table of unique strings and an instance number. Names are case-insensitive, but case-preserving (when WITH_CASE_PRESERVING_NAME is 1)

code: void SetMontageLoop ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, bool bIsLooping, [FName](API\Runtime\Core\UObject\FName) StartingSection )


description: Set the montage slot to preview

code: void SetMontagePreviewSlot ( [FName](API\Runtime\Core\UObject\FName) PreviewSlot )


code: void SetPlayRate ( float InPlayRate )


code: void SetPlaying ( bool bIsPlaying )


code: void SetPosition ( float InPosition, bool bFireNotifies )


code: void SetPositionWithPreviousTime ( float InPosition, float InPreviousTime, bool bFireNotifies )


code: void SetReverse ( bool bInReverse )


description: Set pose value

code: void SetPreviewCurveOverride ( const [FName](API\Runtime\Core\UObject\FName) & PoseName, float Value, bool bRemoveIfZero )


description: AnimSequence specific

code: void StepForward()


description: Updates the blendspace samples list in the case of our asset being a blendspace

code: void UpdateBlendspaceSamples ( FVector InBlendInput )


description: Updates montage weights based on a jump in time (as this wont be handled by SetPosition)

code: void UpdateMontageWeightForTimeSkip ( float TimeDifference )


code: UAnimSingleNodeInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Disable compiler-generated deprecation warnings by implementing our own destructor.


className: UAnimSingleNodeInstance

code: class UAnimSingleNodeInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance)

CurrentAsset

type: TObjectPtr< cla...

description: Current Asset being played

PostEvaluateAnimEvent

type: FPostEvaluateAn...


code: UAnimStateMachineTypes ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimStateMachineTypes

code: class UAnimStateMachineTypes : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


code: virtual void GetAnimationPose ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext ) const


code: float GetChunkSizeSeconds ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * Platform ) const


description: Return the total number of keys sampled for this animation, including the T0 key

code: virtual int32 GetNumberOfSampledKeys() const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


code: const [FStreamableAnimPlatformData](API\Runtime\Engine\Animation\FStreamableAnimPlatformData) & GetRunningPlatformData() const


code: [FStreamableAnimPlatformData](API\Runtime\Engine\Animation\FStreamableAnimPlatformData) & GetStreamingAnimPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * Platform )


code: virtual void HandleAssetPlayerTickedInternal ( [FAnimAssetTickContext](API\Runtime\Engine\Animation\FAnimAssetTickContext) & Context, const float PreviousTime, const float MoveDelta, const [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & Instance, struct [FAnimNotifyQueue](API\Runtime\Engine\Animation\FAnimNotifyQueue) & NotifyQueue ) const


code: bool HasRunningPlatformData() const


code: void InitFrom ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSourceSequence )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: UAnimStreamable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimStreamable

code: class UAnimStreamable : public [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase)

AnimationTrackNames

description: This is name of RawAnimationData tracks for editoronly - if we lose skeleton, we'll need relink them

bEnableRootMotion

description: If this is on, it will allow extracting of root motion

bForceRootLock

description: Force Root Bone Lock even if Root Motion is not enabled

BoneCompressionSettings

description: The bone compression settings used to compress bones in this sequence.

bUseNormalizedRootMotionScale

description: If this is on, it will use a normalized scale value for the root motion extracted: FVector(1.0, 1.0, 1.0)

CurveCompressionSettings

description: The curve compression settings used to compress curves in this sequence.

Interpolation

description: This defines how values between keys are calculated

NumberOfKeys

description: The number of keys expected within the individual animation tracks.

RawAnimationData

description: Raw uncompressed keyframe data.

RawDataGuid

type: FGuid

RetargetSource

description: Base pose to use when retargeting

RootMotionRootLock

type: TEnumAsByte<ER...

description: Root Bone will be locked to that position when extracting root motion.

RunningAnimPlatformData

type: FStreamableAnim...

SourceSequence

type: TObjectPtr< con...

description: Sequence the streamable was created from (used for reflecting changes to the source in editor)

StreamableAnimPlatformData

type: TMap< constITa...

description: Editor can have multiple platforms loaded at once.

TrackToSkeletonMapTable

description: In the future, maybe keeping RawAnimSequenceTrack + TrackMap as one would be good idea to avoid inconsistent array size TrackToSkeletonMapTable(i) should contains track mapping data for RawAnimationData(i).

VariableFrameStrippingSettings

description: The settings used to control whether or not to use variable frame stripping and its amount


description: Find Mapped Asset

code: int32 FindMappedAsset ( const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAsset ) const


code: bool GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< class [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimationSequences, bool bRecursive )


code: void RefreshAssetList ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets )


code: [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetMappedAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * SourceAsset ) const


code: bool RemapAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * SourceAsset, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * TargetAsset )


code: void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & ReplacementMap )


code: UAssetMappingTable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAssetMappingTable

description: UAssetMappingTable: that has AssetMappingTableging data

code: class UAssetMappingTable : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Calculate the blend weight for a given bone. This methoid basically defines how each blend profile mode works.

code: static float CalculateBoneWeight ( float BoneFactor, EBlendProfileMode Mode, const [FAlphaBlend](API\Runtime\Engine\FAlphaBlend) & BlendInfo, float BlendStartAlpha, float MainWeight, bool bInverse )


description: Removes entries with bone references to invalid bones

code: void CleanupBoneEntries()


description: Resize and fill an array of floats with the bone factor values. One for each bone inside the compact pose.

code: void FillBoneScalesArray ( [TArray](API\Runtime\Core\Containers\TArray)< float > & OutBoneBlendProfileFactors, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer ) const


description: Fill an array of floats with the bone duration values. One for each bone in the skeleton pose.

code: void FillSkeletonBoneDurationsArray ( TCustomBoneIndexArrayView< float, [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) > OutDurationPerBone, float Duration ) const


description: Get the set blend scale for the specified bone, will return 1.0f if no entry was found (no scale)

code: float GetBoneBlendScale ( int32 InBoneIdx ) const


description: Get the set blend scale for the specified bone, will return 1.0f if no entry was found (no scale). The term bone factor and entry or bone scale refer to the same thing.

code: float GetBoneBlendScale ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName ) const


description: Default value of entries. Default values are not saved.

code: virtual float GetDefaultBlendScale() const


description:
Get the bone entry by entry index.
The bone entry containing the bone reference and blend scale.

code: const [FBlendProfileBoneEntry](API\Runtime\Engine\Animation\FBlendProfileBoneEntry) & GetEntry ( const int32 InEntryIdx ) const


description: Get the blend scale stored in a specific entry. The term bone factor and entry scale refer to the same thing.

code: float GetEntryBlendScale ( const int32 InEntryIdx ) const


description: Deprecated* Please use the overload that takes a skeleton bone index

code: int32 GetEntryIndex ( const int32 InBoneIdx ) const


description: Get the index of the entry for the specified bone

code: int32 GetEntryIndex ( const [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) InBoneIdx ) const


code: int32 GetEntryIndex ( const [FName](API\Runtime\Core\UObject\FName) & BoneName ) const


description: Get the number of entries in the profile (an entry is any blend scale that isn't 1.0f)

code: int32 GetNumBlendEntries() const


description: IInterpolationIndexProvider.

code: virtual int32 GetPerBoneInterpolationIndex ( const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & InCompactPoseBoneIndex, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer, const [IInterpolationIndexProvider::FPerBoneInterpolationData](API\Runtime\Engine\IInterpolationIndexProvider\FPerBoneInterpolationData) * Data ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: UObject.

code: virtual bool IsSafeForRootSet() const


description: Ensures the bone names match the skeleton indices by using the bone name as our lookup key.

code: void RefreshBoneEntriesFromName()


description: Ensures the bone name of the specified entry matches the skeleton index (does nothing if it doesn't exist)

code: void RefreshBoneEntry ( int32 InBoneIndex )


description: Set the blend scale for a specific bone

code: void SetBoneBlendScale ( int32 InBoneIdx, float InScale, bool bRecurse, bool bCreate )


description: Removes the entry for the specified bone index (does nothing if it doesn't exist)

code: void RemoveEntry ( int32 InBoneIdx )


description: Set the blend scale for a specific bone

code: void SetBoneBlendScale ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, float InScale, bool bRecurse, bool bCreate )


description: Update all the bone weights for some providedFBlendSampleData. This internally will iterate over all entries inside the InOutCurrentData::PerBoneBlendData parameter and call CalculateBoneWeight for each entry.

code: void UpdateBoneWeights ( [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) & InOutCurrentData, const [FAlphaBlend](API\Runtime\Engine\FAlphaBlend) & BlendInfo, float BlendStartAlpha, float MainWeight, bool bInverse )


className: UBlendProfile

description: A blend profile is a set of per-bone scales that can be used in transitions and blend lists to tweak the weights of specific bones. The scales are applied to the normal weight for that bone

code: class UBlendProfile : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterpolationIndexProvider](API\Runtime\Engine\IInterpolationIndexProvider)

Mode

type: EBlendProfileMo...

description: Blend Profile Mode. Read EBlendProfileMode for more details.

OwningSkeleton

type: TObjectPtr<USk...

description: The skeleton that owns this profile.

ProfileEntries

type: TArray<FBlendP...

description: List of blend scale entries.


description: Add samples

code: int32 AddSample ( const FVector & SampleValue )


description: Add samples

code: int32 AddSample ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, const FVector & SampleValue )


description: Returns whether or not all animation set on the blend space samples match the given additive type

code: bool ContainsMatchingSamples ( EAdditiveAnimationType AdditiveType ) const


code: bool ContainsNonAdditiveSamples() const


description: Translates BlendInput to grid space

code: FVector ConvertBlendInputToGridSpace ( const FVector & BlendInput ) const


description: Delete samples

code: bool DeleteSample ( const int32 BlendSampleIndex )


description: Check if the blend spaces contains samples whos additive type match that of the animation sequence

code: bool DoesAnimationMatchExistingSamples ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence ) const


description: Edit samples

code: bool EditSampleValue ( const int32 BlendSampleIndex, const FVector & NewValue )


code: void ExpandRangeForSample ( const FVector & SampleValue )


description: Interpolate BlendInput based on Filter data

code: FVector FilterInput ( [FBlendFilter](API\Runtime\Engine\Animation\FBlendFilter) * Filter, const FVector & BlendInput, float DeltaTime ) const


description: Allows the user to iterate through all the data samples available in the blend space.

code: void ForEachImmutableSample ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FBlendSample](API\Runtime\Engine\Animation\FBlendSample) &)> Func ) const


description: Retrieve all animations that are used by this asset

code: virtual bool GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimationSequences, bool bRecursive )


description: Deprecated* Use GetAnimationPose with extraction context signature

code: void GetAnimationPose ( [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & BlendSampleDataCache, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData ) const


description: Utility function to calculate animation length from sample data list

code: float GetAnimationLengthFromSampleData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & SampleDataList ) const


description: BlendSpace Get Animation Pose function

code: void GetAnimationPose ( [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & BlendSampleDataCache, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurve ) const


code: void GetAnimationPose ( [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & BlendSampleDataCache, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPoseLink](API\Runtime\Engine\Animation\FPoseLink) > InPoseLinks, [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output ) const


code: void GetAnimationPose ( [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & BlendSampleDataCache, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData ) const


code: void GetAnimationPose ( [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & BlendSampleDataCache, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPoseLink](API\Runtime\Engine\Animation\FPoseLink) > InPoseLinks, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext, [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output ) const


description: Returns the axis which can be used to scale animation speed.

code: virtual EBlendSpaceAxis GetAxisToScale() const


description: Accessor for blend parameter

code: const [FBlendParameter](API\Runtime\Engine\Animation\FBlendParameter) & GetBlendParameter ( const int32 Index ) const


description: Returns the Blend Sample at the given index, will assert on invalid indices

code: const [FBlendSample](API\Runtime\Engine\Animation\FBlendSample) & GetBlendSample ( const int32 SampleIndex ) const


description: Get this blend spaces sample data

code: const [TArray](API\Runtime\Core\Containers\TArray)< struct [FBlendSample](API\Runtime\Engine\Animation\FBlendSample) > & GetBlendSamples() const


description: Returns the runtime triangulation etc data

code: const [FBlendSpaceData](API\Runtime\Engine\Animation\FBlendSpaceData) & GetBlendSpaceData() const


description: Returns the blend input after clamping and/or wrapping

code: FVector GetClampedAndWrappedBlendInput ( const FVector & BlendInput ) const


description: Returns the blend input clamped to the valid range, unless that axis has been set to wrap in which case no clamping is done

code: FVector GetClampedBlendInput ( const FVector & BlendInput ) const


description: Returns the sample position associated with the elements returned by GetGridSamples

code: FVector GetGridPosition ( int32 GridIndex ) const


description: Returns the sample position associated with the coordinates

code: FVector GetGridPosition ( int32 GridX, int32 GridY ) const


description: Returns the grid element atIndexor NULL ifIndexis not valid

code: const [FEditorElement](API\Runtime\Engine\Animation\FEditorElement) * GetGridSampleInternal ( int32 Index ) const


description:
Return GridSamples from this BlendSpace
Number of OutGridElements

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FEditorElement](API\Runtime\Engine\Animation\FEditorElement) > & GetGridSamples() const


code: virtual int32 GetMarkerUpdateCounter() const


description: Translates BlendInput to grid space

code: FVector GetNormalizedBlendInput ( const FVector & BlendInput ) const


description: Get the number of sample points for this blend space

code: int32 GetNumberOfBlendSamples() const