description: Timed Particle Effect Notify Allows a looping particle effect to be played in an animation that will activate at the beginning of the notify and deactivate at the end.

code: class UAnimNotifyState_TimedParticleEffect : public [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState)

bDestroyAtEnd

description: Whether or not we destroy the component at the end of the notify or instead just stop the emitters.

LocationOffset

type: FVector

description: Offset from the socket / bone location.

PreviousPSTemplates

type: TArray<TObject...

description: The following arrays are used to handle property changes during a state.

PreviousSocketNames

type: TArray<FName>

PSTemplate

type: TObjectPtr<UPa...

description: The particle system template to use when spawning the particle component.

RotationOffset

type: FRotator

description: Offset from the socket / bone rotation.

SocketName

type: FName

description: The socket within our mesh component to attach to when we spawn the particle component.


module: Engine

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


code: virtual float GetCurveWidth ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp ) const


code: virtual [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * GetOverridenPSTemplate ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation ) const


description: Helper function for outside code to get PSC that we are using

code: [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * GetParticleSystemComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp ) const


description: Deprecated* Please use the other NotifyBegin function instead

code: virtual void NotifyBegin ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, class [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float TotalDuration )


code: virtual void NotifyBegin ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float TotalDuration, const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


description: Deprecated* Please use the other NotifyEnd function instead

code: virtual void NotifyEnd ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, class [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation )


code: virtual void NotifyEnd ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


description: Deprecated* Please use the other NotifyTick function instead

code: virtual void NotifyTick ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, class [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float FrameDeltaTime )


code: virtual void NotifyTick ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float FrameDeltaTime, const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


code: [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * OverridePSTemplate ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, class [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation ) const


code: bool ValidateInput ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, bool bReportErrors )


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


code: class UAnimNotifyState_Trail : public [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState)

bRecycleSpawnedSystems

type: uint32: 1

bRenderGeometry

type: uint32:  1

description: If true, render the trail geometry (this should typically be on)

bRenderSpawnPoints

description: If true, render stars at each spawned particle point along the trail

bRenderTangents

description: If true, render a line showing the tangent at each spawned particle point along the trail

bRenderTessellation

description: If true, render the tessellated path between spawned particles

FirstSocketName

description: Name of the first socket defining this trail.

PSTemplate

description: The particle system to use for this trail.

SecondSocketName

description: Name of the second socket defining this trail.

WidthScaleCurve

description: Name of the curve to drive the width scale.

WidthScaleMode

type: TEnumAsByte< en...

description: Controls the way width scale is applied.


code: virtual [FString](API\Runtime\Core\Containers\FString) GetNotifyName_Implementation() const


description: Deprecated* Please use the other Notify function instead

code: virtual void Notify ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation )


code: virtual void Notify ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, const [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) & EventReference )


code: class UAnimNotify_PauseClothingSimulation : public [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify)


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

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


description: UObjectInterface

code: virtual void PostLoad()


description: Spawns the ParticleSystemComponent. Called from Notify.

code: virtual [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * SpawnParticleSystem ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation )


code: virtual void ValidateAssociatedAssets()


code: class UAnimNotify_PlayParticleEffect : public [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify)

Attached

description: Should attach to the bone/socket.

LocationOffset

description: Location offset from the socket.

PSTemplate

description: Particle System to Spawn.

RotationOffset

description: Rotation offset from socket.

Scale

description: Scale to spawn the particle system at.

SocketName

description: SocketName to attach to.


code: class UAnimNotify_PlaySound : public [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify)

AttachName

description: Socket or bone name to attach sound to.

bFollow

description: If this sound should follow its owner.

PitchMultiplier

type: float

description: Pitch Multiplier.

Sound

type: TObjectPtr<USo...

description: Sound to Play.

VolumeMultiplier

description: Volume Multiplier.


code: class UAnimNotify_ResetClothingSimulation : public [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify)


code: class UAnimNotify_ResetDynamics : public [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify)


code: class UAnimNotify_ResumeClothingSimulation : public [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify)


description: Check SkeletalMeshActor for errors.

code: virtual void CheckForErrors()


description: Called by ReplaceSelectedActors to allow a new actor to copy properties from an old actor when it is replaced

code: virtual void EditorReplacedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OldActor )


description: This function actually does the work for theGetDetailedInfo()and is virtual. It should only be called from GetDetailedInfo as GetDetailedInfo is safe to call on NULL object pointers

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDetailedInfoInternal() const


description: Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

code: virtual bool GetReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const


description: Returns SkeletalMeshComponent subobject

code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetSkeletalMeshComponent() const


description: Called when the object was loaded from another class via active class redirects.

code: virtual void LoadedFromAnotherClass ( const [FName](API\Runtime\Core\UObject\FName) & OldClassName )


description: Replication Notification Callbacks

code: virtual void OnRep_ReplicatedMesh()


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


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


className: ASkeletalMeshActor

description: USkeletalMesh

code: class ASkeletalMeshActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bShouldDoAnimNotifies

description: Whether or not this actor should respond to anim notifies - CURRENTLY ONLY AFFECTS PlayParticleEffect NOTIFIES

type: TObjectPtr< cla...

description: Used to replicate the material in index 0

ReplicatedMesh

description: Used to replicate mesh to clients

ReplicatedPhysAsset

description: Used to replicate physics asset to clients


description: Add any new or accumulate with existing custom attributes

code: static void AccumulateAttributes ( const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes, float Weight, EAdditiveAnimationType AdditiveType )


description: Blend custom attribute values from N set of inputs

code: static void BlendAttributes ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Blend custom attribute values from N set of inputs (ptr-values)

code: static void BlendAttributes ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) *const > SourceAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Blend custom attribute values from N set of inputs, using input weight remapping

code: static void BlendAttributes ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > SourceWeightsIndices, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Blend custom attribute values from 2 inputs, using per-bone weights

code: static void BlendAttributesPerBone ( const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes1, const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes2, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > WeightsOfSource2, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Blend custom attribute values from N set of inputs, using N number of blend samples

code: static void BlendAttributesPerBone ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > PerBoneInterpolationIndices, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > BlendSampleDataCache, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


code: static void BlendAttributesPerBone ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > PerBoneInterpolationIndices, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > BlendSampleDataCache, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > BlendSampleDataCacheIndices, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Blend custom attribute values from N set of inputs, using bone filter pose weights

code: static void BlendAttributesPerBoneFilter ( const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & BaseAttributes, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > BlendAttributes, const [TArray](API\Runtime\Core\Containers\TArray)< [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > & BoneBlendWeights, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes )


description: Add (negated) any new or subtract from existing custom attributes

code: static void ConvertToAdditive ( const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & BaseAttributes, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAdditiveAttributes )


description: Helper functionality to retrieve the correct blend type (fromUAnimationSettings) for the provided attribute name

code: static ECustomAttributeBlendType GetAttributeBlendType ( const [FName](API\Runtime\Core\UObject\FName) & InName )


description: Copy attributes from source, and remap the bone indices according to BoneMapToSource

code: static void CopyAndRemapAttributes ( const [FMeshAttributeContainer](API\Runtime\Engine\Animation\FMeshAttributeContainer) & SourceAttributes, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes, const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & BoneMapToSource, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


description: Helper functionality to retrieve the correct blend type (fromUAnimationSettings) for the provided attribute info

code: static ECustomAttributeBlendType GetAttributeBlendType ( const [FAttributeId](API\Runtime\Engine\Animation\FAttributeId) & Info )


description: Deprecated* GetAttributeValue with signature usingFAnimExtractContextis deprecated use other version instead

code: static void GetAttributeValue ( [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes, const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & PoseBoneIndex, const [FAnimatedBoneAttribute](API\Runtime\Engine\Animation\AnimData\FAnimatedBoneAttribute) & Attribute, const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionContext )


code: static void GetAttributeValue ( [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes, const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & PoseBoneIndex, const [FAnimatedBoneAttribute](API\Runtime\Engine\Animation\AnimData\FAnimatedBoneAttribute) & Attribute, double CurrentTime )


description: Deprecated* MirrorAttributes has been deprecated, use other signature instead

code: static void MirrorAttributes ( [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & Attributes, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) & MirrorDataTable )


description: Interpolates between two sets of attributes

code: static void InterpolateAttributes ( [FMeshAttributeContainer](API\Runtime\Engine\Animation\FMeshAttributeContainer) & FromAttributes, const [FMeshAttributeContainer](API\Runtime\Engine\Animation\FMeshAttributeContainer) & ToAttributes, float Alpha )


description: Mirror (swap) attributes with the specified MirrorDataTable.Attributesare swapped using the bone mapping such that bones which are mirrored swap attributes

code: static void MirrorAttributes ( [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & Attributes, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) & MirrorDataTable, const [TArray](API\Runtime\Core\Containers\TArray)< [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) > & CompactPoseMirrorBones )


description: Add any new or override existing custom attributes

code: static void OverrideAttributes ( const [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & SourceAttributes, [FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & OutAttributes, float Weight )


className: Attributes

description: Helper functionality for attributes animation runtime

code: struct Attributes


className: bInitialized

code: static std::atomic< bool > bInitialized = false;


description: Returns whether or not the provided type can be interpolated, defaults to false when the type is not registered

code: static bool CanInterpolateType ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) > WeakStruct )


className: FOnAttributeTypesChanged

code: typedef TMulticastDelegate_TwoParams< void, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *, bool > FOnAttributeTypesChanged


description: Returns all registered types

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) > > & GetRegisteredTypes()


description: Returns the blend operator for the provided type, asserts when the type is not registered

code: static const [IAttributeBlendOperator](API\Runtime\Engine\Animation\IAttributeBlendOperator) * GetTypeOperator ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) > WeakStruct )


className: InterpolatableTypes

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) > > InterpolatableTypes;


description: Returns whether or not the type is registered

code: static bool IsTypeRegistered ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct )


className: Operators

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAttributeBlendOperator](API\Runtime\Engine\Animation\IAttributeBlendOperator) > > Operators;


className: RegisteredTypes

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) > > RegisteredTypes;


description: Register user defined structs as non-blendable animation attribute

code: static bool RegisterNonBlendableType ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct )


description: Used for registering an attribute type for which TAttributeTypeTraits::WithCustomBlendOperator is set to false, useRegisterTypeWithOperator()otherwise

code: template<typename AttributeType> static void RegisterType()


description: Used for registering an attribute type for which TAttributeTypeTraits::WithCustomBlendOperator is set to true, useRegisterType()otherwise

code: template<typename AttributeType, typename OperatorType, typename... OperatorArgs> static void RegisterTypeWithOperator ( OperatorArgs &&... args )


description: Unregisters a specific attribute type and deletes its associated blend operator

code: template<typename AttributeType> static void UnregisterType()


code: static void UnregisterType ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct )


className: AttributeTypes

code: struct AttributeTypes


code: template<typename T> auto Requires ( T & Val )


className: CNormalizedAttribute

description: Concept used to verify a user-defined attribute type with its TAttributeTypeTraits::RequiresNormalization value set to true

code: struct CNormalizedAttribute


code: namespace EAnimEventTriggerOffsets { enum Type { OffsetBefore, OffsetAfter, NoOffset, } }


code: namespace EAnimGroupRole { enum Type { CanBeLeader, AlwaysFollower, AlwaysLeader, TransitionLeader, TransitionFollower, } }


description: Supported types of time for a linked element

code: namespace EAnimLinkMethod { enum Type { Absolute, Relative, Proportional, } }


code: namespace EAnimNotifyEventType { enum Type { Begin, End, } }


code: namespace EAxisOption { enum Type { X, Y, Z, X_Neg, Y_Neg, Z_Neg, Custom, } }


className: CBlendableAttribute

description: Concept used to verify a user-defined attribute type with its TAttributeTypeTraits::Blendable value set to true

code: struct CBlendableAttribute


description: Bone translation retargeting mode.

code: namespace EBoneTranslationRetargetingMode { enum Type { Animation, Skeleton, AnimationScaled, AnimationRelative, OrientAndScale, } }


description: The transform component (attribute) to read from.

code: namespace EComponentType { enum Type { None = 0, TranslationX, TranslationY, TranslationZ, RotationX, RotationY, RotationZ, Scale, ScaleX, ScaleY, ScaleZ, } }


code: namespace ECurveBlendOption { enum Type { Override, DoNotOverride, NormalizeByWeight, BlendByWeight, UseBasePose, UseMaxValue, UseMinValue, } }


code: namespace EDrawDebugItemType { enum Type { DirectionalArrow, Sphere, Line, OnScreenMessage, CoordinateSystem, Point, Circle, Cone, InWorldMessage, } }


description: Indicates which state is being evaluated by this node (source or destination).

code: namespace EEvaluatorDataSource { enum Type { EDS_SourcePose, EDS_DestinationPose, } }


description: Determines the behavior this node will use when updating and evaluating.

code: namespace EEvaluatorMode { enum Mode { EM_Standard, EM_Freeze, EM_DelayedFreeze, } }


description: Find and Replace Method forFMirrorFindReplaceExpression.

code: namespace EMirrorFindReplaceMethod { enum Type { Prefix, Suffix, RegularExpression, } }


description: Type referenced by a row in the mirror data table

code: namespace EMirrorRowType { enum Type { Bone, AnimationNotify, Curve, SyncMarker, Custom, } }


description: Ticking method for AnimNotifies in AnimMontages.

code: namespace EMontageNotifyTickType { enum Type { Queued, BranchingPoint, } }


description: Filtering method for deciding whether to trigger a notify.

code: namespace ENotifyFilterType { enum Type { NoFiltering, LOD, } }


code: namespace ENotifyTriggerMode { enum Type { AllAnimations, HighestWeightedAnimation, None, } }


description: The display mode of editable values on an animation node.

code: namespace EPinHidingMode { enum Type { NeverAsPin, PinHiddenByDefault, PinShownByDefault, AlwaysAsPin, } }


code: namespace EPropertySearchMode { enum Type { OnlyThis, Hierarchy, } }


code: namespace ERootMotionMode { enum Type { NoRootMotionExtraction, IgnoreRootMotion, RootMotionFromEverything, RootMotionFromMontagesOnly, } }


code: namespace ETransitionBlendMode { enum Type { TBM_Linear, TBM_Cubic, } }


description: Root Bone Lock options when extracting Root Motion.

code: namespace ERootMotionRootLock { enum Type { RefPose, AnimFirstFrame, Zero, } }


code: namespace ETransitionLogicType { enum Type { TLT_StandardBlend, TLT_Inertialization, TLT_Custom, } }


description: Constructor - needs LocalPoses.

code: void AllocateLocalPoses ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & InBoneContainer, const FTransformArrayA2 & LocalBones )


description: constructor - needs LocalPoses

code: void AllocateLocalPoses ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & InBoneContainer, const [FA2Pose](API\Runtime\Engine\Animation\FA2Pose) & LocalPose )


description: Convert to local poses

code: void ConvertToLocalPoses ( [FA2Pose](API\Runtime\Engine\Animation\FA2Pose) & LocalPoses ) const


description: Do not access Bones array directly but via this This will fill up gradually mesh space bases

code: FTransform GetComponentSpaceTransform ( int32 BoneIndex )


description: Get parent bone index for given bone index.

code: int32 GetParentBoneIndex ( const int32 BoneIndex ) const


code: FTransform GetLocalSpaceTransform ( int32 BoneIndex )


description: Returns if this struct is valid.

code: bool IsValid() const


code: FActiveAsyncCompressionTask ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence, FCompressibleAnimPtr InDataToCompress, const [FString](API\Runtime\Core\Containers\FString) & InCacheKey, const uint64 InTaskSize, const uint32 InAsyncHandle, bool bInPerformFrameStripping )


className: FActiveAsyncCompressionTask

description: Animation data that is currently being compressed.

code: struct FActiveAsyncCompressionTask

bPerformFrameStripping

type: bool

CacheKey

type: FString

DataToCompress

type: FCompressibleAn...

Sequence

type: UAnimSequence&...


code: static int32 GetStateMachineIndex ( [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) * StateMachine, const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & Context )


code: virtual [FName](API\Runtime\Core\UObject\FName) GetTypeName() const


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< const [IAnimNotifyEventContextDataInterface](API\Runtime\Engine\Animation\IAnimNotifyEventContextDataInter-) > MakeUniqueEventContextData() const


description: Component space poses.

code: struct FA2CSPose : public [FA2Pose](API\Runtime\Engine\Animation\FA2Pose)


className: TypeName

code: static const [FName](API\Runtime\Core\UObject\FName) TypeName = TEXT("FActiveStateMachineScope");


code: FActiveStateMachineScope ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & InContext, [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) * StateMachine, int32 InStateIndex )


className: FActiveStateMachineScope

code: class FActiveStateMachineScope : public [UE::Anim::IGraphMessage](API\Runtime\Engine\Animation\IGraphMessage)

ActiveStateMachines

type: constFEncounte...


description: Returns the synchronization point (normalized time)

code: float GetAnimationPositionRatio() const


description: Return the delta time of the tick.

code: float GetDeltaTime() const


description: Returns the previous synchronization point (normalized time)


description: Are we the leader of our sync group (or ungrouped)?

code: bool IsLeader() const


code: bool IsSingleAnimationContext() const


code: void SetAnimationPositionRatio ( float NormalizedTime )


code: void SetPreviousAnimationPositionRatio ( float NormalizedTime )


code: void SetLeaderDelta ( float InLeaderDelta )


code: void SetResyncToSyncGroup ( bool bInResyncToSyncGroup )


code: bool ShouldGenerateNotifies() const


code: FAnimAssetTickContext ( float InDeltaTime, [ERootMotionMode::Type](API\Runtime\Engine\Animation\ERootMotionMode__Type) InRootMotionMode, bool bInOnlyOneAnimationInGroup )


description: Should we resync to the sync group this tick (eg: when initializing or resuming from zero weight)?

code: bool ShouldResyncToSyncGroup() const


code: FAnimAssetTickContext ( float InDeltaTime, [ERootMotionMode::Type](API\Runtime\Engine\Animation\ERootMotionMode__Type) InRootMotionMode, bool bInOnlyOneAnimationInGroup, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ValidMarkerNames )


code: float CalculateAlpha ( float InFraction ) const


className: FAnimAssetTickContext

description: This structure is used to either advance or synchronize animation players.

code: struct FAnimAssetTickContext

MarkerTickContext

type: FMarkerTickCont...

RootMotionMode

type: ERootMotionMode...

description: The root motion mode of the owning AnimInstance.

RootMotionMovementParams

type: FRootMotionMove...

description: Root Motion accumulated from this tick context.


code: float CalculateInverseAlpha ( EAlphaBlendOption BlendMode, float InFraction ) const


code: void EvaluateCustomTransitionGraph ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output, [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) & StateMachine, bool IntermediatePoseIsValid, int32 ActiveTransitionIndex )


code: void InitializeCustomGraphLinks ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, const [FBakedStateExitTransition](API\Runtime\Engine\Animation\FBakedStateExitTransition) & TransitionRule )


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


code: void Update ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, int32 CurrentStateIndex, bool & OutFinished )


code: void UpdateCustomTransitionGraph ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) & StateMachine, int32 ActiveTransitionIndex )


code: FAnimationActiveTransitionEntry ( int32 NextStateID, float ExistingWeightOfNextState, int32 PreviousStateID, const [FAnimationTransitionBetweenStates](API\Runtime\Engine\Animation\FAnimationTransitionBetweenState-) & ReferenceTransitionInfo, float CrossfadeTimeAdjustment )


className: FAnimationActiveTransitionEntry

description: Information about an active transition on the transition stack.

code: struct FAnimationActiveTransitionEntry

Alpha

description: The transition alpha between next and previous states.

bActive

description: Is this transition active?

Blend

type: FAlphaBlend

description: Blend object to handle alpha interpolation.

BlendOption

type: EAlphaBlendOpti...

description: Type of blend to use.

BlendProfile

type: TObjectPtr<UBl...

description: Blend profile to use for this transition. Specifying this will make the transition evaluate per-bone.

CrossfadeDuration

description: Duration of this cross-fade (may be shorter than the nominal duration specified by the state machine if the target state had non-zero weight at the start)

CustomTransitionGraph

type: FPoseLink

description: Graph to run that determines the final pose for this transition.

ElapsedTime

description: Elapsed time for this transition.

InputPose

type: TArray< FTransf...

description: Cached Pose for this transition.

LogicType

type: TEnumAsByte<ET...

NextState

description: To and from state ids.

PoseEvaluators

type: TArray<FAnimNo...

SourceTransitionIndices

type: TArray< int32, ...

StartNotify

description: Notifies are copied from the reference transition info.

StateBlendData

type: TArray<FBlendS...

description: Blend data used for per-bone animation evaluation.


description: Get the BlueprintIAnimClassInterfaceassociated with this context, if there is one. Note: This can return NULL, so check the result.

code: [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * GetAnimClass() const


description: Deprecated* Please use the message & tagging system inUE::Anim::FMessageStack

code: template<typename NodeType> NodeType * GetAncestor() const


description: Deprecated* Please useFAnimationActiveTransitionEntryconstructor with different signature

code: FAnimationActiveTransitionEntry ( int32 NextStateID, float ExistingWeightOfNextState, [FAnimationActiveTransitionEntry](API\Runtime\Engine\Animation\FAnimationActiveTransitionEntry) * ExistingTransitionForNextState, int32 PreviousStateID, const [FAnimationTransitionBetweenStates](API\Runtime\Engine\Animation\FAnimationTransitionBetweenState-) & ReferenceTransitionInfo, const [FAnimationPotentialTransition](API\Runtime\Engine\Animation\FAnimationPotentialTransition) & PotentialTransition )


description: Get the anim instance associated with the current proxy.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAnimInstanceObject() const


description: Get the innermost scoped message of the specified type.

code: template<typename TGraphMessageType> TGraphMessageType * GetMessage() const


code: template<typename TGraphMessageType> TGraphMessageType & GetMessageChecked() const


description: Get the AnimBlueprint associated with this context, if there is one. Note: This can return NULL, so check the result.

code: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const


description: Get the previous node Id, set when we recurse into graph traversal functions from pose links.

code: int32 GetPreviousNodeId() const


description: Interface for node contexts to register log messages with the proxy

code: void LogMessageInternal ( [FName](API\Runtime\Core\UObject\FName) InLogType, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > & InMessage ) const


code: [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & operator= ( [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) && )


code: [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & operator= ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & )


code: void SetNodeIds ( const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & InContext )


code: template<typename NodeType> [FScopedAnimNodeTracker](API\Runtime\Engine\Animation\FScopedAnimNodeTracker) TrackAncestor ( NodeType * Node ) const


description: Get the current node Id, set when we recurse into graph traversal functions from pose links.

code: int32 GetCurrentNodeId() const


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FAnimationBaseContext ( [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) && )


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


description: DEPRECATED - Please use constructor that uses an FAnimInstanceProxy*.

code: FAnimationBaseContext ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


code: FAnimationBaseContext ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy, [FAnimationUpdateSharedContext](API\Runtime\Engine\Animation\FAnimationUpdateSharedContext) * InSharedContext )


className: FAnimationBaseContext

description: Base class for update/evaluate contexts

code: struct FAnimationBaseContext

AnimInstanceProxy

type: FAnimInstancePr...

CurrentNodeId

description: The current node ID, set when we recurse into graph traversal functions from pose links.

PreviousNodeId

description: The previous node ID, set when we recurse into graph traversal functions from pose links.

SharedContext

type: FAnimationUpdat...


code: [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) WithNodeId ( int32 InNodeId ) const


code: FAnimationCacheBonesContext ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy )


code: static [FCompressionMemorySummary](API\Runtime\Engine\Animation\FCompressionMemorySummary) & CompressionResultSummary()


className: FAnimationCacheBonesContext

description: Context passed around when RequiredBones array changed and cached bones indices have to be refreshed. (RequiredBones array changed because of an LOD switch for example)

code: struct FAnimationCacheBonesContext : public [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext)


className: CompressionSummary

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FCompressionMemorySummary](API\Runtime\Engine\Animation\FCompressionMemorySummary) > CompressionSummary = nullptr;


className: ScopeExists

code: static std::atomic< bool > ScopeExists = false;


className: FAnimationCompressionMemorySummaryScope


className: FAnimationErrorStats

description: A set of error statistics for an animation, gathered byFAnimationUtils::ComputeCompressionError

code: struct FAnimationErrorStats

AverageError

type: float

description: Average world-space translation error across all end-effectors

MaxError

description: The worst error encountered across all end effectors

MaxErrorBone

description: Bone on which the worst error occurred

MaxErrorTime

description: Time at which the worst error occurred


code: void CopyToInstance ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * Instance )


code: void InitializeFromInstance ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * Instance )


className: FAnimationFrameSnapshot

description: This structure represents debugging information for a frame snapshot.

code: struct FAnimationFrameSnapshot

SerializedData

type: TArray< uint8 >

description: The snapshot of data saved from the animation.

TimeStamp

type: double

description: The time stamp for when this snapshot was taken (relative to the life timer of the object being recorded)


className: FAnimationGroupReference

code: struct FAnimationGroupReference

GroupName

type: FName

description: The name of the group.

GroupRole

type: TEnumAsByte<EA...

description: The type of membership in the group (potential leader, always follower, etc...)

Method

type: EAnimSyncMethod

description: How an asset will synchronize with other assets.


code: FAnimationInitializeContext ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy, [FAnimationUpdateSharedContext](API\Runtime\Engine\Animation\FAnimationUpdateSharedContext) * InSharedContext )


className: FAnimationInitializeContext

description: Initialization context passed around during animation tree initialization

code: struct FAnimationInitializeContext : public [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext)


code: const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & GetAttributes() const


code: const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & GetCurve() const


description: Getters for the wrapped structures

code: const [FCompactPose](API\Runtime\Engine\FCompactPose) & GetPose() const


description: Getters for the wrapped structures


description: No default constructor, or assignment

code: FAnimationPoseData()


code: [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & operator= ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) && Other )


code: FAnimationPoseData ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & InPoseContext )


code: FAnimationPoseData ( [FSlotEvaluationPose](API\Runtime\Engine\Animation\FSlotEvaluationPose) & InSlotPoseContext )


code: FAnimationPoseData ( [FCompactPose](API\Runtime\Engine\FCompactPose) & InPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & InCurve, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & InAttributes )


className: FAnimationPoseData

description: Structure used for passing around animation pose related data throughout the Animation Runtime

code: struct FAnimationPoseData

Curve

type: FBlendedCurve&

Pose

type: FCompactPose&


className: DefaultMaximumLength

description: 1 minute default length

code: static const float DefaultMaximumLength = 1.0f * 60.0f;


className: FAnimationPotentialTransition

code: struct FAnimationPotentialTransition

TransitionRule

type: constFBakedSta...


className: DefaultSampleFrameRate

description: 30Hz default sample rate

code: static const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) DefaultSampleFrameRate = FFrameRate(30, 1);


className: UnboundedMaximumLength

description: Length used to specify unbounded

code: static const float UnboundedMaximumLength = 0.0f;


className: FAnimationRecordingSettings

description: Settings describing how to record an animation

code: struct FAnimationRecordingSettings

bAutoSaveAsset

type: bool

description: Whether to auto-save asset when recording is completed. Defaults to false

bCheckDeltaTimeAtBeginning

description: Whether to check DeltaTime at recording for pauses, turned off for TakeRecorder

bRecordAttributeCurves

description: Whether or not to record parameter curves

bRecordInWorldSpace

description: Whether to record animation in world space, defaults to true

bRecordMaterialCurves

description: Whether or not to record material curves

bRecordMorphTargets

description: Whether or not to record morph targets

bRecordTransforms

description: Whether or not to record transforms

bRemoveRootAnimation

description: Whether to remove the root bone transform from the animation

bTransactRecording

description: Whether or not to transact recording changes

ExcludeAnimationNames

type: TArray<FString...

description: Exclude all animation bones/curves that match this list

IncludeAnimationNames

description: Include only the animation bones/curves that match this list

InterpMode

type: TEnumAsByte< ER...

description: Interpolation mode for the recorded keys.

Interpolation

type: EAnimInterpolat...

description: This defines how values between keys are calculated for transforms.

Length

description: Maximum length of the animation recorded (in seconds).

SampleFrameRate

type: FFrameRate

description: Sample rate of the recorded animation

TangentMode

description: Tangent mode for the recorded keys.


className: FAnimationState

code: struct FAnimationState : public [FAnimationStateBase](API\Runtime\Engine\Animation\FAnimationStateBase)

EndNotify

description: The index of the notify to fire when this state is finished exiting (weight within the machine becomes zero)

FullyBlendedNotify

description: The index of the notify to fire when this state is fully entered (weight within the machine becomes one)

StartNotify

description: The index of the notify to fire when this state is first entered (weight within the machine becomes non-zero)

StateRootNodeIndex

description: The root node index (into the AnimNodeProperties array of theUAnimBlueprintGeneratedClass)

Transitions

type: TArray<FAnimat...

description: Set of legal transitions out of this state; already in priority order.


description: Adds aULevelthat has already prepared StreamingData to the streaming manager.

code: virtual void AddLevel ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


className: FAnimationStateBase

description: This is the base class that both baked states and transitions use.

code: struct FAnimationStateBase

StateName

description: The name of this state.


description: Adds a new Streamable Anim to the streaming manager.

code: virtual void AddStreamingAnim ( [UAnimStreamable](API\Runtime\Engine\Animation\UAnimStreamable) * Anim )


description:
Blocks till all pending requests are fulfilled.
Number of streaming requests still in flight, if the time limit was reached before they were finished.

code: virtual int32 BlockTillAllRequestsFinished ( float TimeLimit, bool bLogResults )


description: Cancels the timed Forced resources (i.e used the Kismet action "Stream In Textures").

code: virtual void CancelForcedResources()


description:
Gets a pointer to a chunk of animation data
Either the desired chunk or NULL if it's not loaded

code: virtual const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) * GetLoadedChunk ( const [UAnimStreamable](API\Runtime\Engine\Animation\UAnimStreamable) * Anim, uint32 ChunkIndex, bool bRequestNextChunk ) const


description: Returns the memory a Streamable Anim is currently using

code: virtual SIZE_T GetMemorySizeForAnim ( const [UAnimStreamable](API\Runtime\Engine\Animation\UAnimStreamable) * Anim )


description: Notifies manager that level primitives were shifted

code: virtual void NotifyLevelOffset ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, const FVector & Offset )


description: Called when an async callback is made on an async loading animation chunk request.

code: void OnAsyncFileCallback ( [FStreamingAnimationData](API\Runtime\Engine\Animation\FStreamingAnimationData) * StreamingAnimData, int32 ChunkIndex, int64 ReadSize, [IBulkDataIORequest](API\Runtime\CoreUObject\Serialization\IBulkDataIORequest) * ReadRequest, bool bWasCancelled )


description: Notifies manager of "level" change.

code: virtual void NotifyLevelChange()


description: Removes aULevelfrom the streaming manager.

code: virtual void RemoveLevel ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: Removes a Streamable Anim from the streaming manager.

code: virtual bool RemoveStreamingAnim ( [UAnimStreamable](API\Runtime\Engine\Animation\UAnimStreamable) * Anim )


description: Don't stream world resources for the next NumFrames.

code: virtual void SetDisregardWorldResourcesForFrames ( int32 NumFrames )


description: Constructor, initializing all members

code: FAnimationStreamingManager()


description: Updates streaming, taking into account all current view infos. Can be called multiple times per frame.

code: virtual void UpdateResourceStreaming ( float DeltaTime, bool bProcessEverything )


code: virtual ~FAnimationStreamingManager()


className: FAnimationStreamingManager

description: Streaming manager dealing with animation.

code: struct FAnimationStreamingManager : public [IAnimationStreamingManager](API\Runtime\Engine\IAnimationStreamingManager)

CriticalSection

type: FCriticalSectio...

description: Critical section to protect usage of shared gamethread/workerthread members

StreamingAnimations

type: TMap<UAnimStre...

description: Sound Waves being managed.


code: FAnimationTransitionBetweenStates()


className: FAnimationTransitionBetweenStates

description: This represents a baked transition.

code: struct FAnimationTransitionBetweenStates : public [FAnimationStateBase](API\Runtime\Engine\Animation\FAnimationStateBase)

BlendMode

type: EAlphaBlendOpti...

BlendProfile

type: TObjectPtr<UBl...

CrossfadeDuration

type: float

CustomCurve

type: TObjectPtr<UCu...

LogicType

type: TEnumAsByte<ET...

NextState

description: Transition-only: State being transitioned to.

PreviousState

description: Transition-only: State being transitioned from.

ReverseTransition

description: This is only needed for the baking process, to denote which baked transitions need to reverse their prev/next state in the final step.


code: FAnimationTransitionRule ( int32 InTransitionState )


className: FAnimationTransitionRule

description: This structure represents a baked transition rule inside a state.

code: struct FAnimationTransitionRule

RuleToExecute

type: FName

TransitionReturnVal

description: What RuleToExecute must return to take transition (for bidirectional transitions)


code: [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) FractionalWeightAndRootMotion ( float WeightMultiplier, float RootMotionMultiplier ) const


code: [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) FractionalWeightTimeAndRootMotion ( float WeightMultiplier, float TimeMultiplier, float RootMotionMultiplier ) const


code: [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) FractionalWeight ( float WeightMultiplier ) const


code: [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) FractionalWeightAndTime ( float WeightMultiplier, float TimeMultiplier ) const


description: Returns the delta time for this update, in seconds.

code: float GetDeltaTime() const


description: Returns the final blend weight contribution for this stage.

code: float GetFinalBlendWeight() const


description: Returns the weight modifier for root motion (as root motion weight wont always match blend weight)


description: Returns persistent state that is tracked through animation tree update.

code: [FAnimationUpdateSharedContext](API\Runtime\Engine\Animation\FAnimationUpdateSharedContext) * GetSharedContext() const


description: Log update message.

code: void LogMessage ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > & InMessage ) const


code: void LogMessage ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, [FText](API\Runtime\Core\Internationalization\FText) InMessage ) const


code: [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) WithOtherProxy ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy ) const


code: [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) WithNodeId ( int32 InNodeId ) const


code: [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) WithOtherSharedContext ( [FAnimationUpdateSharedContext](API\Runtime\Engine\Animation\FAnimationUpdateSharedContext) * InSharedContext ) const


code: FAnimationUpdateContext ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy )


code: FAnimationUpdateContext ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Copy, [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy )


code: FAnimationUpdateContext ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy, float InDeltaTime, [FAnimationUpdateSharedContext](API\Runtime\Engine\Animation\FAnimationUpdateSharedContext) * InSharedContext )


code: void CopyForCachedUpdate ( [FAnimationUpdateSharedContext](API\Runtime\Engine\Animation\FAnimationUpdateSharedContext) & Source )


className: FAnimationUpdateContext

description: Update context passed around during animation tree update

code: struct FAnimationUpdateContext : public [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext)


code: [FAnimationUpdateSharedContext](API\Runtime\Engine\Animation\FAnimationUpdateSharedContext) & operator= ( const [FAnimationUpdateSharedContext](API\Runtime\Engine\Animation\FAnimationUpdateSharedContext) & )


description: Non-copyable.

code: FAnimationUpdateSharedContext ( [FAnimationUpdateSharedContext](API\Runtime\Engine\Animation\FAnimationUpdateSharedContext) & )


className: FAnimationUpdateSharedContext

description: Persistent state shared during animation tree update

code: struct FAnimationUpdateSharedContext

MessageStack

description: Message stack used for storing scoped messages and tags during execution.


className: FAnimBlueprintConstantData

description: 'Marker' structure for constant data. This is used as a base struct for constant data to be inserted into by the anim BP compiler if there is no existing archetype sparse class data.

code: struct FAnimBlueprintConstantData


code: void AddPoseWatch ( int32 NodeID, [UPoseWatchPoseElement](API\Runtime\Engine\Engine\UPoseWatchPoseElement) *const InPoseWatchPoseElement )


className: FAttributeRecord

description: Record of attribute transfer between nodes.


code: FBlendSpacePlayerRecord &40; int32 InNodeID, const UBlendSpace &42; InBlendSpace, const FVector & InPosition, const FVector & InFilteredPosition &41;


className: FBlendSpacePlayerRecord

description: Record of a blend space player's state.

code: struct FBlendSpacePlayerRecord

BlendSpace

type: TWeakObjectPtr<...

FilteredPosition

type: FVector


code: FNodeValue &40; const FString & InText, int32 InNodeID &41;


className: FNodeValue

description: Values output by nodes.

code: struct FNodeValue

Text

type: FString


className: FNodeVisit

description: Node visit structure.


code: void ForEachActiveVisiblePoseWatchPoseElement ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FAnimNodePoseWatch](API\Runtime\Engine\Engine\FAnimNodePoseWatch) &)> & InFunction )


code: FSequencePlayerRecord &40; int32 InNodeID, float InPosition, float InLength, int32 InFrameCount &41;


className: FSequencePlayerRecord

description: Record of a sequence player's state.

code: struct FSequencePlayerRecord


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > GetNodeAttributes ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) > InAnimGraphNode ) const


code: float GetSnapshotLengthInSeconds()


code: void RecordBlendSpacePlayer ( int32 InNodeID, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * InBlendSpace, const FVector & InPosition, const FVector & InFilteredPosition )


code: void RecordNodeAttribute ( int32 TargetNodeIndex, int32 SourceNodeIndex, [FName](API\Runtime\Core\UObject\FName) InAttribute )


code: void RecordNodeAttributeMaps ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, [TArray](API\Runtime\Core\Containers\TArray)< [FAttributeRecord](API\Runtime\Engine\Animation\FAnimBlueprintDebugData\FAttributeRecord) >> & InInputAttributes, const [TMap](API\Runtime\Core\Containers\TMap)< int32, [TArray](API\Runtime\Core\Containers\TArray)< [FAttributeRecord](API\Runtime\Engine\Animation\FAnimBlueprintDebugData\FAttributeRecord) >> & InOutputAttributes )


code: void RecordNodeSyncsArray ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FName](API\Runtime\Core\UObject\FName) > & InNodeSyncs )


code: void RecordNodeSync ( int32 InSourceNodeIndex, [FName](API\Runtime\Core\UObject\FName) InSyncGroup )


code: void RecordNodeValue ( int32 InNodeID, const [FString](API\Runtime\Core\Containers\FString) & InText )


code: void RecordNodeVisitArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNodeVisit](API\Runtime\Engine\Animation\FAnimBlueprintDebugData\FNodeVisit) > & Nodes )


code: void RecordNodeVisit ( int32 TargetNodeIndex, int32 SourceNodeIndex, float BlendWeight )


code: void RecordSequencePlayer ( int32 InNodeID, float InPosition, float InLength, int32 InFrameCount )


code: void RemovePoseWatch ( int32 NodeID )


code: void RecordStateData ( int32 StateMachineIndex, int32 StateIndex, float Weight, float ElapsedTime )


code: void SetSnapshotIndex ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * Instance, int32 NewIndex )


code: void SetSnapshotIndexByTime ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * Instance, double TargetTime )


code: void TakeSnapshot ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * Instance )


className: FAnimBlueprintDebugData

description: This structure represents animation-related debugging information for an entire AnimBlueprint (general debug information for the event graph, etc... is still contained in aFBlueprintDebugDatastructure)

code: struct FAnimBlueprintDebugData

AnimNodePoseWatch

type: TArray<FAnimNo...

description: Active pose watches to track.

BlendSpacePlayerRecordsThisFrame

type: TArray<FBlendS...

description: All blend space player records this frame.

GraphPinToFoldedPropertyMap

type: TMap<FEdGraphP...

description: Mapping from graph pins to their folded properties.

NodeAttributes

type: TMap<TWeakObje...

description: Map from animation node to attributes.

NodeGuidToIndexMap

type: TMap<FGuid, in...

description: Map from animation node GUID to property index.

NodeInputAttributesThisFrame

type: TMap< int32,TA...

description: History of node attributes that are output from and input to nodes.

NodePropertyIndexToNodeMap

type: TMap< int32,TW...

description: Map from node property index to source editor node.

NodePropertyToIndexMap

description: Map from animation node to their property index.

NodeSyncsThisFrame

type: TMap< int32,FN...

description: History of node syncs - maps from player node index to graph-determined group name.

NodeValuesThisFrame

type: TArray<FNodeVa...

description: Values output by nodes.

SequencePlayerRecordsThisFrame

type: TArray<FSequen...

description: All sequence player records this frame.

SnapshotBuffer

type: TSimpleRingBuff...

description: History of snapshots of animation data.

SnapshotIndex

description: Indexof snapshot.

StateData

type: TArray<FStateM...

description: The debug data for each state machine state.

StateGraphToNodeMap

description: Map from state graphs to their node.

StateMachineDebugData

description: Map from state machine graphs to their corresponding debug data.

TransitionBlendGraphToNodeMap

description: Map from custom transition blend graphs to their node.

TransitionGraphToNodeMap

description: Map from transition graphs to their node.

UpdatedNodesThisFrame

type: TArray<FNodeVi...

description: History of activated nodes.


code: FAnimBlueprintDebugData_AttributeRecord ( int32 InOtherNode, [FName](API\Runtime\Core\UObject\FName) InAttribute )


code: FAnimBlueprintDebugData_NodeVisit ( int32 InSourceID, int32 InTargetID, float InWeight )


className: FInputPropertyData

description: A named input property.

code: struct FInputPropertyData

ClassProperty

type: FProperty*

description: The input property itself (on this class, not the stub function)

FunctionProperty

description: The input property (on the stub function)

Name

type: FName

description: The name of the property.


code: [FAnimBlueprintFunction](API\Runtime\Engine\Animation\FAnimBlueprintFunction) & operator= ( const [FAnimBlueprintFunction](API\Runtime\Engine\Animation\FAnimBlueprintFunction) & )


code: bool operator== ( const [FAnimBlueprintFunction](API\Runtime\Engine\Animation\FAnimBlueprintFunction) & InFunction ) const


code: FAnimBlueprintFunction ( const [FName](API\Runtime\Core\UObject\FName) & InName )


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


description: Disable compiler-generated deprecation warnings by implementing our own destructor/copy assignment/etc.


className: FAnimBlueprintMutableData

description: 'Marker' structure for mutable data. This is used as a base struct for mutable data to be inserted into by the anim BP compiler.

code: struct FAnimBlueprintMutableData


code: [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) * GetContext() const


className: InternalContextTypeId

code: static const FData::EContextType InternalContextTypeId = FData::EContextType::ComponentSpacePose;


code: FAnimComponentSpacePoseContext ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FData](API\Runtime\Engine\Animation\FAnimExecutionContext\FData) > InData )


className: FAnimBlueprintFunction

description: Describes the input and output of an anim blueprint 'function'

code: struct FAnimBlueprintFunction

bImplemented

type: bool

description: Whether this function is actually implemented by this class - it could just be a stub

Group

description: The group of the function

InputPoseNames

type: TArray<FName>

description: The names of the input poses

InputPoseNodeIndices

type: TArray< int32 >

description: Indices of the input nodes

InputPoseNodeProperties

type: TArray<FStruct...

description: The properties of the input nodes, patched up during link

InputPropertyData

type: TArray<FInputP...

description: The input properties

description: The name of the function

OutputPoseNodeIndex

description: Indexof the output node

OutputPoseNodeProperty

type: FStructProperty...

description: The property of the output node, patched up during link


className: FAnimComponentSpacePoseContext

code: struct FAnimComponentSpacePoseContext : public [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext)


description: Unlike the copy constructor, this will copy the CompressionSummary, but the class is deprecated anyway.

code: [FAnimCompressContext](API\Runtime\Engine\Animation\FAnimCompressContext) & operator= ( const [FAnimCompressContext](API\Runtime\Engine\Animation\FAnimCompressContext) & )


description: If we are duping a compression context we don't want the CompressionSummary to output.

code: FAnimCompressContext ( const [FAnimCompressContext](API\Runtime\Engine\Animation\FAnimCompressContext) & Rhs )


code: FAnimCompressContext ( bool bInOutput, uint32 InMaxAnimations )


className: FAnimCompressContext

description: FAnimCompressContext- Context information / storage for use during animation compression

code: struct FAnimCompressContext


code: bool operator< ( const [FAnimCompressedCurveIndexedName](API\Runtime\Engine\Animation\FAnimCompressedCurveIndexedName) & InOther ) const


className: FAnimCompressedCurveIndexedName

code: struct FAnimCompressedCurveIndexedName

CurveIndex

description: Indexinto the compressed buffer.

CurveName

description: Name of the curve, used for sorting.


description: Get the color used to display this curve in the editor


description: Return true if InFlag is set, false otherwise

code: bool GetCurveTypeFlag ( EAnimAssetCurveFlags InFlag ) const


description: Returns CurveTypeFlags

code: int32 GetCurveTypeFlags() const


description: Make an initial color

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) MakeColor ( const [FName](API\Runtime\Core\UObject\FName) & CurveName )


description: Get the name of this curve


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: This allows loading data that was saved between VER_UE4_SKELETON_ADD_SMARTNAMES andFFrameworkObjectVersion::SmartNameRefactor.

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


description: Set InFlag to bValue

code: void SetCurveTypeFlag ( EAnimAssetCurveFlags InFlag, bool bValue )


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


description: Set CurveTypeFlags to NewCurveTypeFlags This just overwrites CurveTypeFlags

code: void SetCurveTypeFlags ( int32 NewCurveTypeFlags )


description: Set the name of this curve

code: void SetName ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Toggle the value of the specified flag

code: void ToggleCurveTypeFlag ( EAnimAssetCurveFlags InFlag )


code: FAnimCurveBase ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InCurveTypeFlags )


description: Deprecated* Please use the cosntructor that takes anFName.

code: FAnimCurveBase ( [FSmartName](API\Runtime\Engine\Animation\FSmartName) InName, int32 InCurveTypeFlags )


className: FAnimCurveBase

description: Float curve data for one track

code: struct FAnimCurveBase

Color

type: FLinearColor


code: float GetTime ( int32 SampleIndex ) const


code: float GetValue ( int32 SampleIndex ) const


description: Deprecated* Please use the constructor that takes aFName

code: FAnimCurveBufferAccess ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InSequence, [SmartName::UID_Type](API\Runtime\Engine\UID_Type) InUID )


code: FAnimCurveBufferAccess ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InSequence, [FName](API\Runtime\Core\UObject\FName) InName )


className: FAnimCurveBufferAccess

description: Stores the raw rich curves asFCompressedRichCurveinternally with optional key reduction and key time quantization.

code: struct FAnimCurveBufferAccess


description: Default constructor

code: FAnimCurveCompressionResult()


className: FAnimCurveCompressionResult

description: Holds the result from animation curve compression

code: struct FAnimCurveCompressionResult

Codec

type: UAnimCurveCompr...

description: The codec used by the compressed bytes

CompressedBytes

type: TArray< uint8 >

description: The animation curves as raw compressed bytes


description: Deprecated*FAnimCurveParamis no longer used.

code: void Initialize ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )


code: bool IsValid() const


code: bool IsValidToEvaluate() const


className: FAnimCurveParam

description: DEPRECATED - no longer used

code: struct FAnimCurveParam

UID

description: Name UID for fast access


code: FAnimCurveType ( bool bInMorphtarget, bool bInMaterial )


className: FAnimCurveType

description: In the future if we need more bools, please convert to bitfield These are not saved in asset but per skeleton.

code: struct FAnimCurveType


code: FAnimDDCKeyArgs ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) & AnimSequence, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


className: FAnimDDCKeyArgs

code: struct FAnimDDCKeyArgs

AnimSequence

type: constUAnimSequ...

TargetPlatform

type: constITargetPl...


className: RequireRangeCheck

description: Don't want to lose performance on range checks in performance-critical animation decompression code.

code: enum { RequireRangeCheck = false }


description: Convert to a derived type.

code: template<typename OtherContextType> static OtherContextType ConvertToType ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & InContext, EAnimExecutionContextConversionResult & OutResult )


code: FAnimDDCKeyArgs ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) & AnimSequence )


className: EContextType

code: enum EContextType { None, Base, Initialize, Update, Pose, ComponentSpacePose, }


className: FAnimEncodingHeapAllocator

description: Heap allocator for animation decompression codec that want to avoid range checks for performance reasons.

code: class FAnimEncodingHeapAllocator : public [TSizedHeapAllocator< 32 >](API\Runtime\Core\Containers\TSizedHeapAllocator)


code: FData &40; const FAnimationBaseContext & InContext &41;


code: FData &40; const FAnimationInitializeContext & InContext &41;


code: FData &40; const FAnimationUpdateContext & InContext &41;


code: FData &40; FPoseContext & InContext &41;


code: FData &40; FComponentSpacePoseContext & InContext &41;


className: FData

description: Internal data, weakly referenced.

code: struct FData


description: Access internal context. Will return nullptr if invalid.

code: [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) * GetBaseContext() const


description: Access internal context. Will return nullptr if invalid or an incorrect type is requested.

code: template<typename OtherContextType, typename InternalContextType> InternalContextType * GetInternalContext() const


description: Is this a valid context?

code: bool IsValid() const


code: [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & operator= ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & InOther )


code: FAnimExecutionContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & InOther )


code: FAnimExecutionContext ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FData](API\Runtime\Engine\Animation\FAnimExecutionContext\FData) > InData )


className: FAnimExecutionContext

description: Context used to expose anim graph execution to BP function libraries.

code: struct FAnimExecutionContext

Data

type: TWeakPtr<FData...

description: Internal data.


code: bool IsBoneRequired ( int32 BoneIndex ) const


description: Deprecated*FAnimExtractContextconstruct with float-based time value is deprecated, use other signature

code: FAnimExtractContext ( float InCurrentTime, bool InbExtractRootMotion, [FDeltaTimeRecord](API\Runtime\Engine\Animation\FDeltaTimeRecord) InDeltaTimeRecord, bool InbLooping )


code: FAnimExtractContext ( double InCurrentTime, bool InbExtractRootMotion, [FDeltaTimeRecord](API\Runtime\Engine\Animation\FDeltaTimeRecord) InDeltaTimeRecord, bool InbLooping )


className: FAnimExtractContext

description: Animation Extraction Context

code: struct FAnimExtractContext

bExtractRootMotion

description: Is root motion being extracted?

bLooping

description: Is the current animation asset marked as looping?

BonesRequired

type: TArray< bool >

description: The BonesRequired array is a list of bool flags to determine if a bone is required to be retrieved.

CurrentTime

type: double

description: Position in animation to extract pose from

DeltaTimeRecord

type: FDeltaTimeRecor...

description: Delta time range required for root motion extraction

PoseCurves

type: TArray<FPoseCu...

description: Pose Curve Values to extract pose from pose assets. This is used by pose asset extraction


className: FAnimGraphBlendOptions

description: Blending options for animation graphs in Linked Animation Blueprints.

code: struct FAnimGraphBlendOptions

BlendInProfile

type: TObjectPtr<UBl...

BlendInTime

type: float

description: Time to blend this graph in using Inertialization.

BlendOutTime

description: Time to blend this graph out using Inertialization.


description: Called after leader has been ticked and decided.

code: void Finalize ( const [FAnimGroupInstance](API\Runtime\Engine\Animation\FAnimGroupInstance) * PreviousGroup )


className: FAnimGroupInfo

code: struct FAnimGroupInfo

Name

type: FName


description: Called after all tick records have been added but before assets are actually ticked.

code: void Prepare ( const [FAnimGroupInstance](API\Runtime\Engine\Animation\FAnimGroupInstance) * PreviousGroup )


description: Deprecated* Use TestTickRecordForLeadership, as it now internally supports montages


description: Checks the last tick record in the ActivePlayers array to see if it's a better leader than the current candidate. This should be called once for each record added to ActivePlayers, after the record is setup.

code: void TestTickRecordForLeadership ( [EAnimGroupRole::Type](API\Runtime\Engine\Animation\EAnimGroupRole__Type) MembershipType )


className: FAnimGroupInstance

code: struct FAnimGroupInstance

ActivePlayers

type: TArray<FAnimTi...

description: The list of animation players in this group which are going to be evaluated this frame.

AnimLengthRatio

description: Float in 0 - 1 range representing how far through an animation we are.

bCanUseMarkerSync

type: bool

description: Can we use sync markers for ticking this sync group.

GroupLeaderIndex

description: The current group leader

MarkerTickContext

type: FMarkerTickCont...

MontageLeaderWeight

description: This has latest Montage Leader Weight.

PreviousAnimLengthRatio

description: Float in 0 - 1 range representing how far through an animation we were before ticking.

ValidMarkers

type: TArray<FName>

description: Valid marker names for this sync group.


code: virtual [FName](API\Runtime\Core\UObject\FName) GetTypeName() const


className: TypeName

code: static const [FName](API\Runtime\Core\UObject\FName) TypeName = TEXT("UE::Anim::FAnimInertializationSyncScope");


code: [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) * GetContext() const


className: FAnimInertializationSyncScope

description: Scoped graph message used to synchronize tick records using inertialization.

code: class FAnimInertializationSyncScope : public [UE::Anim::IGraphMessage](API\Runtime\Engine\Animation\IGraphMessage)


className: InternalContextTypeId

code: static const FData::EContextType InternalContextTypeId = FData::EContextType::Initialize;


code: FAnimInitializationContext ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FData](API\Runtime\Engine\Animation\FAnimExecutionContext\FData) > InData )


className: FAnimInitializationContext

code: struct FAnimInitializationContext : public [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext)


description: Add anim notifier

code: void AddAnimNotifies ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEventReference](API\Runtime\Engine\Animation\FAnimNotifyEventReference) > & NewNotifies, const float InstanceWeight )


description: Queues an Anim Notify from the shared list on our generated class

code: void AddAnimNotifyFromGeneratedClass ( int32 NotifyIndex )


description: Deprecated* Please use AddCurveValue that does not take aFSmartNameMapping.

code: void AddCurveValue ( const [FSmartNameMapping](API\Runtime\Engine\Animation\FSmartNameMapping) & Mapping, const [FName](API\Runtime\Core\UObject\FName) & CurveName, float Value )


description: Add a curve value

code: void AddCurveValue ( const [FName](API\Runtime\Core\UObject\FName) & CurveName, float Value, bool bMorphtarget, bool bMaterial )


description: Sets up a native state entry delegate from state with StateName, in the state machine with name MachineName.

code: void AddNativeStateEntryBinding ( const [FName](API\Runtime\Core\UObject\FName) & MachineName, const [FName](API\Runtime\Core\UObject\FName) & StateName, const FOnGraphStateChanged & NativeEnteredDelegate, const [FName](API\Runtime\Core\UObject\FName) & BindingName )


description: Sets up a native state exit delegate from state with StateName, in the state machine with name MachineName.

code: void AddNativeStateExitBinding ( const [FName](API\Runtime\Core\UObject\FName) & MachineName, const [FName](API\Runtime\Core\UObject\FName) & StateName, const FOnGraphStateChanged & NativeExitedDelegate, const [FName](API\Runtime\Core\UObject\FName) & BindingName )


description: Sets up a native transition delegate between states with PrevStateName and NextStateName, in the state machine with name MachineName. Note that a transition already has to exist for this to succeed

code: void AddNativeTransitionBinding ( const [FName](API\Runtime\Core\UObject\FName) & MachineName, const [FName](API\Runtime\Core\UObject\FName) & PrevStateName, const [FName](API\Runtime\Core\UObject\FName) & NextStateName, const FCanTakeTransition & NativeTransitionDelegate, const [FName](API\Runtime\Core\UObject\FName) & TransitionName )


description: Add an empty pose snapshot to the internal snapshot cache (or recycle an existing pose snapshot if the name is already in use)

code: [FPoseSnapshot](API\Runtime\Engine\Animation\FPoseSnapshot) & AddPoseSnapshot ( [FName](API\Runtime\Core\UObject\FName) SnapshotName )


description: Manually add object references to GC

code: virtual void AddReferencedObjects ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Adds a tick record in the list for the correct group or the ungrouped array.

code: void AddTickRecord ( const [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & InTickRecord, const [UE::Anim::FAnimSyncParams](API\Runtime\Engine\Animation\FAnimSyncParams) & InSyncParams )


code: void AnimDrawDebugCircle ( const FVector & Center, float Radius, int32 Segments, const [FColor](API\Runtime\Core\Math\FColor) & Color, const FVector & UpVector, bool bPersistentLines, float LifeTime, ESceneDepthPriorityGroup DepthPriority, float Thickness )


code: void AnimDrawDebugCone ( const FVector & Center, float Radius, const FVector & Direction, float AngleWidth, float AngleHeight, int32 Segments, const [FColor](API\Runtime\Core\Math\FColor) & Color, bool bPersistentLines, float LifeTime, ESceneDepthPriorityGroup DepthPriority, float Thickness )


code: void AnimDrawDebugCoordinateSystem ( FVector const & AxisLoc, FRotator const & AxisRot, float Scale, bool bPersistentLines, float LifeTime, float Thickness, ESceneDepthPriorityGroup DepthPriority )


code: void AnimDrawDebugDirectionalArrow ( const FVector & LineStart, const FVector & LineEnd, float ArrowSize, const [FColor](API\Runtime\Core\Math\FColor) & Color, bool bPersistentLines, float LifeTime, float Thickness, ESceneDepthPriorityGroup DepthPriority )


code: void AnimDrawDebugInWorldMessage ( const [FString](API\Runtime\Core\Containers\FString) & DebugMessage, const FVector & TextLocation, const [FColor](API\Runtime\Core\Math\FColor) & Color, float TextScale )


code: void AnimDrawDebugLine ( const FVector & StartLoc, const FVector & EndLoc, const [FColor](API\Runtime\Core\Math\FColor) & Color, bool bPersistentLines, float LifeTime, float Thickness, ESceneDepthPriorityGroup DepthPriority )


code: void AnimDrawDebugOnScreenMessage ( const [FString](API\Runtime\Core\Containers\FString) & DebugMessage, const [FColor](API\Runtime\Core\Math\FColor) & Color, const FVector2D & TextScale, ESceneDepthPriorityGroup DepthPriority )


code: void AnimDrawDebugPlane ( const FTransform & BaseTransform, float Radii, const [FColor](API\Runtime\Core\Math\FColor) & Color, bool bPersistentLines, float LifeTime, float Thickness, ESceneDepthPriorityGroup DepthPriority )


code: void AnimDrawDebugPoint ( const FVector & Loc, float Size, const [FColor](API\Runtime\Core\Math\FColor) & Color, bool bPersistentLines, float LifeTime, ESceneDepthPriorityGroup DepthPriority )


code: void AnimDrawDebugSphere ( const FVector & Center, float Radius, int32 Segments, const [FColor](API\Runtime\Core\Math\FColor) & Color, bool bPersistentLines, float LifeTime, float Thickness, ESceneDepthPriorityGroup DepthPriority )


description: Bind any native delegates that we have set up

code: void BindNativeDelegates()


code: void BlendSpaceAdvanceImmediate ( [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace, const FVector & BlendInput, [TArray](API\Runtime\Core\Containers\TArray)< [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > & BlendSampleDataCache, [FBlendFilter](API\Runtime\Engine\Animation\FBlendFilter) & BlendFilter, bool bLooping, float PlayRate, float DeltaSeconds, float & CurrentTime, [FMarkerTickRecord](API\Runtime\Engine\Animation\FMarkerTickRecord) & MarkerTickRecord )


description: Cache bones override point. You should call CacheBones on any nodes that need it here. bBoneCachesInvalidated is used to only perform this when needed (e.g. when a LOD changes), as it is usually an expensive operation.

code: virtual void CacheBones()


code: static void CacheBonesInputProxy ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InputProxy )


code: virtual void CacheBones_WithRoot ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRootNode )


description: Removes all queued transition requests

code: void ClearAllTransitionEvents()


description: Clear any UObjects we might be using. Called at the end of the post-evaluate phase. This is to ensure that objects are not used by anything apart from animation nodes. Please make sure to call the base implementation if this is overridden.

code: virtual void ClearObjects()


description: If it doesn't tick, it will keep old weight, so we'll have to clear it in the beginning of tick

code: void ClearSlotNodeWeights()


description: Removes all queued transition requests with the given event name

code: void ClearTransitionEvents ( const [FName](API\Runtime\Core\UObject\FName) & EventName )


description: Deprecated* Please use the overload that takes a groupFName

code: [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & CreateUninitializedTickRecordInScope ( int32 GroupIndex, EAnimSyncGroupScope Scope, [FAnimGroupInstance](API\Runtime\Engine\Animation\FAnimGroupInstance) *& OutSyncGroupPtr )


description: Deprecated* Please use FAnimSyncGroupScope

code: [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & CreateUninitializedTickRecordInScope ( [FAnimGroupInstance](API\Runtime\Engine\Animation\FAnimGroupInstance) *& OutSyncGroupPtr, [FName](API\Runtime\Core\UObject\FName) GroupName, EAnimSyncGroupScope Scope )


code: [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & CreateUninitializedTickRecord ( int32 GroupIndex, [FAnimGroupInstance](API\Runtime\Engine\Animation\FAnimGroupInstance) *& OutSyncGroupPtr )


code: [FAnimTickRecord](API\Runtime\Engine\Animation\FAnimTickRecord) & CreateUninitializedTickRecord ( [FAnimGroupInstance](API\Runtime\Engine\Animation\FAnimGroupInstance) *& OutSyncGroupPtr, [FName](API\Runtime\Core\UObject\FName) GroupName )


description:
Evaluate override point
true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true

code: virtual bool Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


description: Get local weight of any montages this slot is playing. If this slot is not current playing a montage, it will return 0. This will return up to date data if called during Update or Evaluate.

code: float CalcSlotMontageLocalWeight ( const [FName](API\Runtime\Core\UObject\FName) & SlotNodeName ) const


description: Evaluates the anim graph ifEvaluate()returns false

code: void EvaluateAnimation ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


description: Evaluates the anim graph

code: void EvaluateAnimationNode ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


description: Evaluates the anim graph given the specified root

code: void EvaluateAnimationNode_WithRoot ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRootNode )


description: Evaluates the anim graph given the specified root ifEvaluate()returns false

code: void EvaluateAnimation_WithRoot ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRootNode )


code: static void EvaluateInputProxy ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InputProxy, [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


description:
Evaluate override point with root node override.
true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true

code: virtual bool Evaluate_WithRoot ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRootNode )


description: Flip buffer read/write indices

code: void FlipBufferWriteIndex()


className: FLogMessageEntry

description: Logged message queues. Allows nodes to report messages to MessageLog even though they may be running on a worked thread

code: typedef [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > FLogMessageEntry


className: FSyncGroupMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FAnimGroupInstance](API\Runtime\Engine\Animation\FAnimGroupInstance) > FSyncGroupMap


description: Gather debug data from this instance proxy and the blend tree for display

code: void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )


description: Gather debug data from this instance proxy and the specified blend tree root for display

code: void GatherDebugData_WithRoot ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRootNode, [FName](API\Runtime\Core\UObject\FName) InLayerName )


code: static void GatherInputProxyDebugData ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InputProxy, [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )


description: Get Currently active montage evaluation state. Note that there might be multiple Active at the same time. This will only return the first active one it finds.

code: const [FMontageEvaluationState](API\Runtime\Engine\Animation\FMontageEvaluationState) * GetActiveMontageEvaluationState() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetActorName() const


description: Get the transform of the actor we are running on

code: const FTransform & GetActorTransform() const


description: Get the current value of all animation curves

code: [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), float > & GetAnimationCurves ( EAnimCurveType InCurveType )


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), float > & GetAnimationCurves ( EAnimCurveType InCurveType ) const


code: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const


description: Get the debug data for this instance's anim bp

code: [FAnimBlueprintDebugData](API\Runtime\Engine\Animation\FAnimBlueprintDebugData) * GetAnimBlueprintDebugData() const


description: Get theIAnimClassInterfaceassociated with this context, if there is one. Note: This can return NULL, so check the result.

code: [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * GetAnimClassInterface() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetAnimInstanceName() const


description: AccessUObjectbase ofUAnimInstance


code: const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAnimInstanceObject() const


description: Gets the buffer we should be reading from.

code: int32 GetBufferReadIndex() const


description: Gets the sync group we should be writing to.

code: int32 GetBufferWriteIndex() const


description: Gets a checked node given an index into the node property array

code: [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetCheckedMutableNodeFromIndexUntyped ( int32 NodeIdx, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * RequiredStructType )


code: const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & GetCachedBonesCounter() const


code: template<class NodeType> NodeType * GetCheckedMutableNodeFromIndex ( int32 NodeIdx ) const


code: template<class NodeType> const NodeType * GetCheckedNodeFromIndex ( int32 NodeIdx ) const


code: const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetCheckedNodeFromIndexUntyped ( int32 NodeIdx, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * RequiredStructType ) const


description: Get the relative transform of the component we are running on

code: const FTransform & GetComponentRelativeTransform() const


description: Get the component to world transform of the component we are running on

code: const FTransform & GetComponentTransform() const


description: Called when the anim instance is being initialized. If we are not using a blueprint instance, these nodes can be provided

code: virtual void GetCustomNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * > & OutNodes )


description: Called when the anim instance is being initialized. If we are not using a blueprint instance, this root node can be provided

code: virtual [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetCustomRootNode()


description: Get the last DeltaSeconds passed intoPreUpdate()

code: float GetDeltaSeconds() const


code: const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & GetEvaluationCounter() const


description: Access root motion params


description: Access various counters

code: const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & GetInitializationCounter() const


description: Get the current accumulated time as a fraction for an asset player node

code: float GetInstanceAssetPlayerTimeFraction ( int32 AssetPlayerIndex ) const


description: Get the time as a fraction of the asset length of an animation in an asset player node

code: float GetInstanceAssetPlayerTimeFromEndFraction ( int32 AssetPlayerIndex ) const


description: Get the index of the specified instance asset player. Useful to pass to GetInstanceAssetPlayerLength (etc.). Passing NAME_None to InstanceName will return the first (assumed only) player instance index found.

code: int32 GetInstanceAssetPlayerIndex ( [FName](API\Runtime\Core\UObject\FName) MachineName, [FName](API\Runtime\Core\UObject\FName) StateName, [FName](API\Runtime\Core\UObject\FName) InstanceName ) const


description: Gets the length in seconds of the asset referenced in an asset player node

code: float GetInstanceAssetPlayerLength ( int32 AssetPlayerIndex ) const


description: Returns all Animation Nodes ofFAnimNode_AssetPlayerBaseclass within the specified (named) Animation Graph

code: [TArray](API\Runtime\Core\Containers\TArray)< const [FAnimNode_AssetPlayerBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerBase) * > GetInstanceAssetPlayers ( const [FName](API\Runtime\Core\UObject\FName) & GraphName ) const


description: Get the current accumulated time in seconds for an asset player node

code: float GetInstanceAssetPlayerTime ( int32 AssetPlayerIndex ) const


description: Get the time in seconds from the end of an animation in an asset player node

code: float GetInstanceAssetPlayerTimeFromEnd ( int32 AssetPlayerIndex ) const


description: Get the blend weight of a specified state

code: float GetInstanceMachineWeight ( int32 MachineIndex ) const


description: Get the current elapsed time of a state within the specified state machine

code: float GetInstanceCurrentStateElapsedTime ( int32 MachineIndex ) const


description: Returns all Animation Nodes ofFAnimNode_AssetPlayerRelevancyBaseclass within the specified (named) Animation Graph

code: [TArray](API\Runtime\Core\Containers\TArray)< const [FAnimNode_AssetPlayerRelevancyBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerRelevancyBa-) * > GetInstanceRelevantAssetPlayers ( const [FName](API\Runtime\Core\UObject\FName) & GraphName ) const


code: float GetInstanceStateWeight ( int32 MachineIndex, int32 StateIndex ) const


description: Get the crossfade duration of a specified transition

code: float GetInstanceTransitionCrossfadeDuration ( int32 MachineIndex, int32 TransitionIndex ) const


description: Get the elapsed time as a fraction of the crossfade duration of a specified transition

code: float GetInstanceTransitionTimeElapsedFraction ( int32 MachineIndex, int32 TransitionIndex ) const


description: Get the elapsed time in seconds of a specified transition

code: float GetInstanceTransitionTimeElapsed ( int32 MachineIndex, int32 TransitionIndex ) const


description: Access to LODLevel

code: int32 GetLODLevel() const


description: Get the machine description for the specified instance. Does not rely on PRIVATE_MachineDescription being initialized

code: static const [FBakedAnimationStateMachine](API\Runtime\Engine\Animation\FBakedAnimationStateMachine) * GetMachineDescription ( [IAnimClassInterface](API\Runtime\Engine\Animation\IAnimClassInterface) * AnimBlueprintClass, const [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) * MachineInstance )


description: Get the current main instance proxy. Note that this will return nullptr outside of pre/post update, and may return nullptr anyway if we dont have a main instance

code: [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * GetMainInstanceProxy() const


description: Access montage array data

code: [TArray](API\Runtime\Core\Containers\TArray)< [FMontageEvaluationState](API\Runtime\Engine\Animation\FMontageEvaluationState) > & GetMontageEvaluationData()


description: Access montage array data

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


code: [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_AssetPlayerRelevancyBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerRelevancyBa-) * > GetMutableInstanceRelevantAssetPlayers ( const [FName](API\Runtime\Core\UObject\FName) & GraphName )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_AssetPlayerBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerBase) * > GetMutableInstanceAssetPlayers ( const [FName](API\Runtime\Core\UObject\FName) & GraphName )


description: Gets an unchecked (can return nullptr) node given an index into the node property array

code: template<class NodeType> NodeType * GetMutableNodeFromIndex ( int32 NodeIdx ) const


code: [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetMutableNodeFromIndexUntyped ( int32 NodeIdx, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * RequiredStructType )


code: template<class NodeType> const NodeType * GetNodeFromIndex ( int32 NodeIdx ) const


code: const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetNodeFromIndexUntyped ( int32 NodeIdx, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * RequiredStructType ) const


description: Gets an unchecked (can return nullptr) node given a property of the anim instance

code: template<class NodeType> NodeType * GetNodeFromProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Get a cached pose snapshot by name

code: const [FPoseSnapshot](API\Runtime\Engine\Animation\FPoseSnapshot) * GetPoseSnapshot ( [FName](API\Runtime\Core\UObject\FName) SnapshotName ) const


code: float GetRecordedMachineWeight ( const int32 InMachineClassIndex ) const


code: float GetRecordedStateWeight ( const int32 InMachineClassIndex, const int32 InStateIndex ) const


description: Get the length in seconds of the most relevant animation in the source state

code: float GetRelevantAnimLength ( int32 MachineIndex, int32 StateIndex ) const


description: Get the current accumulated time in seconds for the most relevant animation in the source state

code: float GetRelevantAnimTime ( int32 MachineIndex, int32 StateIndex ) const


description: Get the time remaining as a fraction of the duration for the most relevant animation in the source state

code: float GetRelevantAnimTimeRemainingFraction ( int32 MachineIndex, int32 StateIndex ) const


description: Get the current accumulated time as a fraction of the length of the most relevant animation in the source state

code: float GetRelevantAnimTimeFraction ( int32 MachineIndex, int32 StateIndex ) const


description: Get the time remaining in seconds for the most relevant animation in the source state

code: float GetRelevantAnimTimeRemaining ( int32 MachineIndex, int32 StateIndex ) const


description: Gets the most relevant asset player in a specified state

code: const [FAnimNode_AssetPlayerRelevancyBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerRelevancyBa-) * GetRelevantAssetPlayerInterfaceFromState ( int32 MachineIndex, int32 StateIndex ) const


description: Check whether we have active morph target curves Gets the most relevant asset player in a specified state

code: const [FAnimNode_AssetPlayerBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerBase) * GetRelevantAssetPlayerFromState ( int32 MachineIndex, int32 StateIndex ) const


description: Const access to required bones array

code: const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & GetRequiredBones() const


description: Access to required bones array


description: Get the root motion mode assigned to this anim instance proxy.


description: Get the current skeleton we are using. Note that this will return nullptr outside of pre/post update


description: Deprecated* Please use GetComponentTransform

code: const FTransform & GetSkelMeshCompLocalToWorld() const


description: Get the current skeletal mesh component we are running on. Note that this will return nullptr outside of pre/post update

code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetSkelMeshComponent() const


description: Deprecated* Please use GetActorTransform

code: const FTransform & GetSkelMeshCompOwnerTransform() const


code: bool GetSlotInertializationRequest ( const [FName](API\Runtime\Core\UObject\FName) & SlotName, [UE::Anim::FSlotInertializationRequest](API\Runtime\Engine\Animation\FSlotInertializationRequest) & OutRequest )


description: Get Global weight of any montages this slot node is playing. If this slot is not currently playing a montage, it will return 0.

code: float GetSlotMontageGlobalWeight ( const [FName](API\Runtime\Core\UObject\FName) & SlotNodeName ) const


description: Get local weight of any montages this slot node is playing. If this slot is not currently playing a montage, it will return 0. This is double buffered, will return last frame data if called from Update or Evaluate.

code: float GetSlotMontageLocalWeight ( const [FName](API\Runtime\Core\UObject\FName) & SlotNodeName ) const


description: Get global weight in AnimGraph for this slot node. Note: this is the weight of the node, not the weight of any potential montage it is playing.

code: float GetSlotNodeGlobalWeight ( const [FName](API\Runtime\Core\UObject\FName) & SlotNodeName ) const


code: const [FGraphTraversalCounter](API\Runtime\Engine\Animation\FGraphTraversalCounter) & GetSlotNodeInitializationCounter() const


description: Get Slot Node Weight : this returns new Slot Node Weight, Source Weight, Original TotalNodeWeight this 3 values can't be derived from each other

code: void GetSlotWeight ( const [FName](API\Runtime\Core\UObject\FName) & SlotNodeName, float & out_SlotNodeWeight, float & out_SourceWeight, float & out_TotalNodeWeight ) const