description: Use this function to evaluate for skeletal control base

code: virtual void EvaluateComponentSpaceInternal ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Context )


description: Called to gather on-screen debug data. This is called on the game thread.

module: AnimGraphRuntime

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


description: Initialize any bone references you have

code: virtual void InitializeBoneReferences ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


description: Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.

code: virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )


description: Return true if it is valid to Evaluate

code: virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


description: Type traits support.

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


description: Type traits support.

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


description: This is the node that apply corrective morphtarget for twist Good example is that if you twist your neck too far right or left, you're going to see odd stretch shape of neck, This node can detect the angle and apply morphtarget curve This isn't the twist control node for bone twist

code: struct FAnimNode_TwistCorrectiveNode : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)

BaseFrame

type: FReferenceBoneF...

description: Base Frame of the reference for the twist node

CurveName

type: FName

RangeMax

type: float

description: FAlphaBlendMappingCurve;.

RemappedMax

description: Maximum value to apply to the destination (remapped from the input range)

RemappedMin

description: Minimum value to apply to the destination (remapped from the input range)

TwistFrame

description: Transform component to use as input.

TwistPlaneNormalAxis

type: FAxis

description: Normal of the Plane that we'd like to calculate angle calculation from in BaseFrame.


code: void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp ) const


description: Evaluate the new component-space transforms for the affected bones.

code: virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms )


code: static FTransform GetTargetTransform ( const FTransform & InComponentTransform, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & MeshBases, [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & InTarget, EBoneControlSpace Space, const FVector & InOffset )


code: FAnimPhysBodyDefinition()


description: Simple 2 Bone IK Controller.

code: struct FAnimNode_TwoBoneIK : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)

bAllowStretching

type: uint8: 1

description: Should stretching be allowed, to be prevent over extension

bAllowTwist

type: uint8:  1

description: Whether or not to apply twist on the chain of joints.

bMaintainEffectorRelRot

description: Keep local rotation of end bone

bTakeRotationFromEffectorSpace

description: Set end bone to use End Effector rotation

CachedLowerLimbIndex

type: FCompactPoseBon...

description: Cached limb index for lower

CachedUpperLimbIndex

description: Cached limb index for upper

EffectorLocation

type: FVector

description: Effector Location. Target Location to reach.

EffectorLocationSpace

type: TEnumAsByte< en...

description: Reference frame of Effector Location.

EffectorTarget

type: FBoneSocketTarg...

IKBone

type: FBoneReference

description: Name of bone to control. This is the main bone chain to modify from.

JointTargetLocation

description: Joint Target Location. Location used to orient Joint bone.

JointTargetLocationSpace

description: Reference frame of Joint Target Location.

MaxStretchScale

type: double

description: Limits to use if stretching is allowed.

StartStretchRatio

description: Limits to use if stretching is allowed.

TwistAxis

description: Specify which axis it's aligned. Used when removing twist


className: FAnimPhysBodyDefinition

code: struct FAnimPhysBodyDefinition

BoxExtents

description: Extents of the box to use for simulation

CollisionType

type: AnimPhysCollisi...

description: Resolution method for planar limits

ConstraintSetup

type: FAnimPhysConstr...

description: Data describing the constraints we will apply to the body

LocalJointOffset

description: Vector relative to the body being simulated to attach the constraint to

SphereCollisionRadius

description: Radius to use if CollisionType is set to CustomSphere


code: FAnimPhysBoneRigidBody ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) > & Shapes, const FVector & Position, const [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) & LinkedBone )


className: FAnimPhysBoneRigidBody

description: Helper mapping a rigid body to a bone reference

code: struct FAnimPhysBoneRigidBody

PhysBody

type: FAnimPhysRigidB...


code: FAnimPhysConstraintSetup()


className: FAnimPhysConstraintSetup

description: Constraint setup struct, holds data required to build a physics constraint

code: struct FAnimPhysConstraintSetup

AngularConstraintType

type: AnimPhysAngular...

description: Method to use when constraining angular motion

AngularTarget

description: The axis to align the angular spring constraint to in the animation pose.

AngularTargetAxis

type: AnimPhysTwistAx...

description: The axis in the simulation pose to align to the Angular Target.

bLinearFullyLocked

type: bool

description: If all axes are locked we can use 3 linear limits instead of the 6 needed for limited axes

ConeAngle

description: Angle to use when constraining using a cone

LinearAxesMax

description: Maximum linear movement per-axis (Set zero here and in the min limit to lock)

LinearAxesMin

description: Minimum linear movement per-axis (Set zero here and in the max limit to lock)

LinearXLimitType

type: AnimPhysLinearC...

description: Whether to limit the linear X axis

LinearYLimitType

description: Whether to limit the linear Y axis

LinearZLimitType

description: Whether to limit the linear Z axis

TwistAxis

description: Axis to consider for twist when constraining angular motion (forward axis)


code: FAnimPhysLinkedBody ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) > & Shapes, const FVector & Position, const [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) & LinkedBone )


className: FAnimPhysLinkedBody

description: Helper describing a body linked to an optional parent (can be nullptr)

code: struct FAnimPhysLinkedBody

ParentBody

type: FAnimPhysBoneRi...


className: FAnimPhysPlanarLimit

code: struct FAnimPhysPlanarLimit

DrivingBone

description: When using a driving bone, the plane transform will be relative to the bone transform

PlaneTransform

type: FTransform

description: Transform of the plane, this is either in component-space if no DrivinBone is specified or in bone-space if a driving bone is present.


code: FAnimPhysSphericalLimit()


className: FAnimPhysSphericalLimit

code: struct FAnimPhysSphericalLimit

DrivingBone

description: Bone to attach the sphere to

LimitRadius

type: float

description: Radius of the sphere

LimitType

type: ESphericalLimit...

description: Whether to lock bodies inside or outside of the sphere

SphereLocalOffset

description: Local offset for the sphere, if no driving bone is set this is in node space, otherwise bone space


code: void Initialize ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


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


className: FConstraint

description: Constraint Set up

code: struct FConstraint

ConstraintDataIndex

description: Transient constraint data index

OffsetOption

type: EConstraintOffs...

description: Maintain offset based on refpose or not.

PerAxis

type: FFilterOptionPe...

description: Per axis filter options - applied in their local space not in world space

TargetBone

description: Target Bone this is constraint to

TransformType

type: ETransformConst...

description: What transform type is constraint to - Translation, Rotation, Scale OR Parent.


code: void ApplyTwistOffset ( const float InTwistOffsetDegrees )


code: double GetMaximumReach() const


code: void InitializeFromLegData ( [FAnimLegIKData](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimLegIKData) & InLegData, [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy )


code: void ReachTarget ( const FVector & InTargetLocation, double InReachPrecision, int32 InMaxIterations )


className: FIKChain

code: struct FIKChain

Links

type: TArray<FIKChai...


code: FIKChainLink ( FVector InLocation, double InLength )


className: FIKChainLink

code: struct FIKChainLink

BaseBendDir

type: FVector

BoneName

type: FName


description: Iteratively pulls the character pelvis towards the ground based on the relationship of driven IK foot targets versus FK foot limits.

code: FTransform Solve ( FTransform PelvisTransform, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > FKFootDistancesToPelvis, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector > IKFootLocations, float DeltaTime )


className: FIKFootPelvisPullDownSolver

code: struct FIKFootPelvisPullDownSolver

PelvisAdjustmentErrorTolerance

type: double

description: Specifies the pelvis adjustment distance error that is tolerated for each iteration of the solver

PelvisAdjustmentInterp

description: Specifies the spring interpolation parameters applied during pelvis adjustment.

PelvisAdjustmentInterpAlpha

description: Specifies an alpha between the original and final adjusted pelvis locations This is used to retain some degree of the original pelvis motion

PelvisAdjustmentMaxDistance

description: Specifies the maximum displacement the pelvis can be adjusted relative to its original location.

PelvisAdjustmentMaxIter

description: Specifies the maximum number of iterations to run for the pelvis adjustment solver Higher iterations will guarantee closer PelvisAdjustmentErrorTolerance convergence at the cost of performance


className: FReferenceBoneFrame

description: Reference Bone Frame

code: struct FReferenceBoneFrame

Axis

type: FAxis

Bone

type: FBoneReference


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


className: FRotationLimit

code: struct FRotationLimit


className: FPerJointTrailSetup

description: In the future, we might use this for stretch set up as well for now this is unserializable, and transient only

code: struct FPerJointTrailSetup

TrailRelaxationSpeedPerSecond

description: How quickly we 'relax' the bones to their animated positions.


code: [FSimSpaceSettings](API\Runtime\AnimGraphRuntime\BoneControllers\FSimSpaceSettings) & operator= ( const [FSimSpaceSettings](API\Runtime\AnimGraphRuntime\BoneControllers\FSimSpaceSettings) & )


code: FSimSpaceSettings ( [FSimSpaceSettings](API\Runtime\AnimGraphRuntime\BoneControllers\FSimSpaceSettings) const & )


description: Disable deprecation errors by providing defaults wrapped with pragma disable.


className: FSimSpaceSettings

code: struct FSimSpaceSettings

ExternalAngularVelocity

description: Additional angular velocity that is added to the component angular velocity.

ExternalLinearDragV

description: Additional linear drag applied to every body in addition to linear drag specified on them in the physics asset.

ExternalLinearVelocity

description: Additional velocity that is added to the component velocity so the simulation acts as if the actor is moving at speed, even when stationary.

MaxAngularAcceleration

description: A clamp on the effective world-space angular accleration that is passed to the simulation.

MaxAngularVelocity

description: A clamp on the effective world-space angular velocity that is passed to the simulation.

MaxLinearAcceleration

description: A clamp on the effective world-space acceleration that is passed to the simulation.

MaxLinearVelocity

description: A clamp on the effective world-space velocity that is passed to the simulation.

VelocityScaleZ

description: Multiplier on the Z-component of velocity and acceleration that is passed to the simulation.

WorldAlpha

description: Global multipler on the effects of simulation space movement.


code: FSplineIKCachedBoneData()


code: FSplineIKCachedBoneData ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, int32 InRefSkeletonIndex )


description: Retrieves a normalized Component-space direction from the specified DirectionMode and Direction value.

code: FVector AsComponentSpaceDirection ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * AnimInstanceProxy, const FTransform & IKFootRootTransform ) const


className: FSplineIKCachedBoneData

description: Data cached per bone in the chain

code: struct FSplineIKCachedBoneData

Bone

description: The bone we refer to

RefSkeletonIndex

description: Indexof the bone in the reference skeleton


className: FWarpingVectorValue

description: Vector values which may be specified in a configured space.

code: struct FWarpingVectorValue

Mode

type: EWarpingVectorM...

description: Space of the corresponding Vector value.

Value

description: Specifies a vector relative to the space defined by Mode.


className: Value

code: enum &123; Value = true &125;


className: TIsPODType< FSimSpaceSettings >

description: Settings for the system which passes motion of the simulation's space into the simulation. This allows the simulation to pass a fraction of the world space motion onto the bodies which allows Bone-Space and Component-Space simulations to react to world-space movement in a controllable way.

code: template<> struct TIsPODType< FSimSpaceSettings >


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


code: template<> struct TStructOpsTypeTraits< FAnimNode_RigidBody > : public [TStructOpsTypeTraitsBase2< FAnimNode_RigidBody >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithSerializer

code: enum &123; WithSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FAnimNode_TwistCorrectiveNode > : public [TStructOpsTypeTraitsBase2< FAnimNode_TwistCorrectiveNode >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FSimSpaceSettings > : public [TStructOpsTypeTraitsBase2< FSimSpaceSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: This function performs retargeting of translation using an easing function. For this a range of motion needs to be defined given a direction and the constraints.

code: namespace CommonAnimationLibrary { FVector CommonAnimationLibrary::RetargetSingleLocation ( FVector Location, const FTransform & Source, const FTransform & Target, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlipEasing, float EasingWeight, FVector Axis, float SourceMinimum, float SourceMaximum, float TargetMinimum, float TargetMaximum ) }


description: This function performs retargeting of rotation using an easing function. For this a range of motion needs to be defined as a euler angle, swing angle or twist

code: namespace CommonAnimationLibrary { FQuat CommonAnimationLibrary::RetargetSingleRotation ( const FQuat & Rotation, const FTransform & Source, const FTransform & Target, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlipEasing, float EasingWeight, ERotationComponent RotationComponent, FVector TwistAxis, bool bUseAbsoluteAngle, float SourceMinimum, float SourceMaximum, float TargetMinimum, float TargetMaximum ) }


description: This function perform easing on a float value using a variety of easing types.

code: namespace CommonAnimationLibrary { float CommonAnimationLibrary::ScalarEasing ( float Value, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlip, float Weight ) }


className: GUID

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


className: Type

code: enum Type { BeforeCustomVersionWasAdded = 0, BoneDrivenControllerMatchingMaya = 1, BoneDrivenControllerRemapping = 2, AnimDynamicsAddAngularOffsets = 3, RenamedStretchLimits = 4, ConvertIKToSupportBoneSocketTarget = 5, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


className: FAnimationCustomVersion

description: No constructors are accessible with public or protected access.

code: struct FAnimationCustomVersion


className: FAnimationStateMachineReference

code: struct FAnimationStateMachineReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


className: FAnimationStateResultReference

code: struct FAnimationStateResultReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


description:
Called to bind a typed UAnimCustomInstance to an existing skeletal mesh component
the current (or newly created) UAnimCustomInstance

code: template<typename InstanceClassType> static InstanceClassType * BindToSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, bool & bOutWasCreated )


description: Called to unbind a UAnimCustomInstance to an existing skeletal mesh component

code: template<typename InstanceClassType> static void UnbindFromSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent )


className: FAnimCustomInstanceHelper

code: class FAnimCustomInstanceHelper


code: FAnimSequencerData ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 InSequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & InRootMotion, float InFromPosition, float InToPosition, float InWeight, bool bInFireNotifies, ESwapRootBone InSwapRootBone, [TOptional](API\Runtime\Core\IO\TOptional)< FTransform > InInitialTransform, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )


className: FAnimSequencerData

code: struct FAnimSequencerData

AnimSequence

type: UAnimSequenceBa...

InitialTransform

type: TOptional< FTra...

MirrorDataTable

type: UMirrorDataTabl...

RootMotion

type: constTOptional...

SwapRootBone

type: ESwapRootBone


code: void ClearSequencePlayerAndMirrorMaps()


description: Construct and link the base part of the blend tree

code: virtual void ConstructNodes()


code: void EnsureAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId )


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: Find a player of a specified type

code: template<typename Type> Type * FindPlayer ( uint32 SequenceId ) const


code: void InitAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId )


description: Called when our anim instance is being initialized

code: virtual void Initialize ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


description: Called after evaluate so we can do any game thread work we need to

code: virtual void PostEvaluate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


description: Reset all nodes in this instance

code: virtual void ResetNodes()


description: Reset the pose in this instance

code: virtual void ResetPose()


description: Updates the anim graph

code: virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )


description: Update an animation sequence player in this instance

code: void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, float InPosition, float Weight, bool bFireNotifies )


code: void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, [TOptional](API\Runtime\Core\IO\TOptional)< float > InFromPosition, float InToPosition, float Weight, bool bFireNotifies )


code: void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMomtionOverride, [TOptional](API\Runtime\Core\IO\TOptional)< float > InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )


code: void UpdateAnimTrackWithRootMotion ( const [FAnimSequencerData](API\Runtime\AnimGraphRuntime\FAnimSequencerData) & InAnimSequencerData )


description: Deprecated* Please use the UpdateAnimTrackWithRootMotion that takesFAnimSequencerData

code: void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )


description: Deprecated* Please use the UpdateAnimTrackWithRootMotion that takes a MirrorDataTable

code: void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies )


code: FAnimSequencerInstanceProxy()


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


code: virtual ~FAnimSequencerInstanceProxy()


className: FAnimSequencerInstanceProxy

description: Proxy override for this UAnimInstance-derived class

code: struct FAnimSequencerInstanceProxy : public [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy)

RootMotionOverride

type: TOptional<FRoo...

description: Custom root motion override sent in from sequencer

SequencerRootNode

description: Custom root node for this sequencer player.

SequencerToMirrorMap

type: TMap< uint32,F...

description: Mapping from sequencer index to internal mirror node index

SequencerToPlayerMap

description: Mapping from sequencer index to internal player index


className: FBlendListBaseReference

code: struct FBlendListBaseReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


className: FBlendSpacePlayerReference

code: struct FBlendSpacePlayerReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


className: FBlendSpaceReference

code: struct FBlendSpaceReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


className: FLayeredBoneBlendReference

code: struct FLayeredBoneBlendReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


className: FLinkedAnimGraphReference

code: struct FLinkedAnimGraphReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


className: FOnMontagePlayDelegate

code: class FOnMontagePlayDelegate


description: Default constructor

code: FPositionHistory()


className: FPositionHistory

description: An easing type defining how to ease float values. TheFPositionHistoryis a container to record position changes over time. This is used to calculate velocity of a bone, for example. The FPositionArray also tracks the last index used to allow for reuse of entries (instead of appending to the array all the time).

code: struct FPositionHistory

Positions

type: TArray< FVector...

description: The recorded positions

Range

type: float

description: The range for this particular history

Velocities

type: TArray< float >


description: Default constructor

code: FRotationRetargetingInfo ( bool bInEnabled )


className: FRootMotionOverride

description: Optional Override To Specify RootMotion

code: struct FRootMotionOverride

bBlendFirstChildOfRoot

type: bool

description: If true we use the ChildBoneIndex otherwise we use the root

PreviousTransform

type: FTransform


className: FRotationRetargetingInfo

description: TheFRotationRetargetingInfois used to provide all of the settings required to perform rotational retargeting on a single transform.

code: struct FRotationRetargetingInfo

bClamp

description: If set to true the value for the easing will be clamped between 0.0 and 1.0.

bEnabled

description: Set to true this enables retargeting.

bFlipEasing

description: If set to true the interpolation value for the easing will be flipped (1.0 - Value)

bUseAbsoluteAngle

description: If set to true the angle will be always positive, thus resulting in mirrored rotation both ways.

CustomCurve

type: FRuntimeFloatCu...

description: Custom curve mapping to apply if bApplyCustomCurve is true

EasingType

type: EEasingFuncType

description: The easing to use - pick linear if you don't want to apply any easing.

EasingWeight

description: The amount of easing to apply (value should be 0.0 to 1.0)

RotationComponent

type: ERotationCompon...

description: The rotation component to perform retargeting with.

Source

description: The source transform of the frame of reference. The rotation is made relative to this space.

SourceMaximum

description: The maximum value of the source angle in degrees.

SourceMinimum

description: The minimum value of the source angle in degrees.

Target

description: The target transform to project the rotation. In most cases this is the same as Source.

TargetMaximum

description: The target value of the target angle in degrees (can be the same as SourceMaximum)

TargetMinimum

description: The minimum value of the target angle in degrees (can be the same as SourceMinimum)

TwistAxis

type: FVector

description: In case the rotation component is SwingAngle or TwistAngle this vector is used as the twist axis.


className: FSequenceEvaluatorReference

code: struct FSequenceEvaluatorReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


className: FSequencePlayerReference

code: struct FSequencePlayerReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


code: static const [FName](API\Runtime\Core\UObject\FName) & GetTypeId()


description: Checks whether this drag and drop operation can cast safely to the specified type.

code: virtual bool IsOfTypeImpl ( const [FName](API\Runtime\Core\UObject\FName) & Type ) const


className: FSequencerPlayerAnimSequence

description: Player type that evaluates a sequence-specifiedUAnimSequence

code: struct FSequencerPlayerAnimSequence : public [FSequencerPlayerBase](API\Runtime\AnimGraphRuntime\FSequencerPlayerBase)


code: template<class TType> bool IsOfType() const


description: Virtual destructor.

code: virtual ~FSequencerPlayerBase()


className: FSequencerPlayerBase

description: Base class for all 'players' that can attach to and be blended into a sequencer instance's output

code: struct FSequencerPlayerBase

bAdditive

description: Whether this pose is additive or not

PoseIndex

description: Indexof this players pose in the set of blend slots


className: FSkeletalControlReference

code: struct FSkeletalControlReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


description: Construct all nodes in this instance

code: void ConstructNodes&40;&41;


description: Source Animation Getter for the support of the Sequencer Animation Track interface


description: Reset all nodes in this instance

code: void ResetNodes&40;&41;


description: Reset the pose for this instance

code: void ResetPose&40;&41;


description: Saved the named pose to restore after

code: void SavePose&40;&41;


code: void SetSourceAnimInstance &40; UAnimInstance &42; SourceAnimInstance &41;


description: Update an animation sequence player in this instance

code: void UpdateAnimTrack &40; UAnimSequenceBase &42; InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies &41;


code: void UpdateAnimTrack &40; UAnimSequenceBase &42; InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies &41;


className: ISequencerAnimationSupport

code: class ISequencerAnimationSupport


description: Set this entry to 3 floats from supplied rotator

code: void AddFromRotator ( const FRotator & InRot )


description: Set this entry to 3 floats from supplied vector

code: void AddFromVector ( const FVector & InVector )


description: Return a target as a quaternion, assuming Values is a sequence of Euler entries.Indexis which Euler to convert.

code: FQuat AsQuat ( int32 Index ) const


description: Return a target as an rotator, assuming Values is a sequence of Euler entries.Indexis which Euler to convert.

code: FRotator AsRotator ( int32 Index ) const


code: FVector AsVector ( int32 Index ) const


description: Return dimensionality of this target

code: int32 GetDimensions() const


className: FRBFEntry

description: Struct storing a particular entry within the RBF

code: struct FRBFEntry

Values

description: Set of values for this target, size must be TargetDimensions


code: bool SetUpperKernel ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > & UpperKernel, int32 Size )


className: FRBFInterpolatorBase

description: An implementation detail for the RBF interpolator to hide the use of Eigen from components outside AnimGraphRuntime.

code: class FRBFInterpolatorBase

Coeffs

description: A square matrix of the solved coefficients.


code: FRBFOutputWeight ( int32 InTargetIndex, float InTargetWeight )


className: FRBFOutputWeight

description: Struct for storing RBF results - target index and corresponding weight

code: struct FRBFOutputWeight

TargetIndex

description: Indexof target

TargetWeight

description: Weight of target


description: Util for returning unit direction vector for swing axis

code: FVector GetTwistAxisVector() const


className: FRBFParams

description: Parameters used by RBF solver

code: struct FRBFParams

bAutomaticRadius

description: Automatically pick the radius based on the average distance between targets

DistanceMethod

type: ERBFDistanceMet...

Function

type: ERBFFunctionTyp...

MedianMax

description: Maximum distance used for median

MedianMin

description: Minimum distance used for median

MedianReference

description: Rotation or position of median (used for normalization)

NormalizeMethod

type: ERBFNormalizeMe...

description: Method to use for normalizing the weight

Radius

description: Default radius for each target.

SolverType

type: ERBFSolverType

description: Specifies the type of solver to use.

TargetDimensions

description: How many dimensions input data has

TwistAxis

type: TEnumAsByte< EB...

description: Axis to use when DistanceMethod is SwingAngle

WeightThreshold

description: Weight below which we shouldn't bother returning a contribution from a target


description: Util to find distance between two entries, using provided params

code: static float FindDistanceBetweenEntries ( const [FRBFEntry](API\Runtime\AnimGraphRuntime\RBF\FRBFEntry) & A, const [FRBFEntry](API\Runtime\AnimGraphRuntime\RBF\FRBFEntry) & B, const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, ERBFDistanceMethod OverrideMethod )


description: Util to find distance to nearest neighbour target for each target

code: static bool FindTargetNeighbourDistances ( const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets, [TArray](API\Runtime\Core\Containers\TArray)< float > & NeighbourDists )


description: Returns the radius for a given target

code: static float GetRadiusForTarget ( const [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) & Target, const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params )


description: Given a set of targets and new input entry, give list of activated targets with weights

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const FRBFSolverData > InitSolver ( const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets )


code: static bool IsSolverDataValid ( const FRBFSolverData & SolverData, const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets )


description: Given a list of targets, verify which ones are valid for solving the RBF setup. This is mostly about removing identical targets which invalidates the interpolative solver. Returns true if all targets are valid.

code: static bool ValidateTargets ( const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets, [TArray](API\Runtime\Core\Containers\TArray)< int > & InvalidTargets )


className: FRBFSolver

description: Library of Radial Basis Function solver functions

code: struct FRBFSolver


description: Compute the optimal radius for the given targets. Returns the radius

code: static float GetOptimalRadiusForTargets ( const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets )


code: static void Solve ( const FRBFSolverData & SolverData, const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets, const [FRBFEntry](API\Runtime\AnimGraphRuntime\RBF\FRBFEntry) & Input, [TArray](API\Runtime\Core\Containers\TArray)< [FRBFOutputWeight](API\Runtime\AnimGraphRuntime\RBF\FRBFOutputWeight) > & OutputWeights )


className: FRBFTarget

description: Data about a particular target in the RBF, including scaling factor

code: struct FRBFTarget : public [FRBFEntry](API\Runtime\AnimGraphRuntime\RBF\FRBFEntry)

bApplyCustomCurve

description: Whether we want to apply an additional custom curve when activating this target.

CustomCurve

type: FRichCurve

description: Custom curve to apply to activation of this target, if bApplyCustomCurve is true.

DistanceMethod

description: Override the distance method used to calculate the distance from this target to the input.

FunctionType

description: Override the falloff function used to smooth the distance from this target to the input.

ScaleFactor

description: How large the influence of this target.


description: Returns the arc length between two unit vectors (i.e. the distance between two points on a unit sphere, traveling along the surface of the sphere)

code: namespace RBFDistanceMetric { static double RBFDistanceMetric::ArcLength ( const FVector & A, const FVector B ) }


description: Returns the arc-length distance, on a unit sphere, between two quaternions.

code: namespace RBFDistanceMetric { static double RBFDistanceMetric::ArcLength ( const FQuat & A, const FQuat & B ) }


description: Returns the arc-length distance, on a unit sphere, between two rotation vectors.

code: namespace RBFDistanceMetric { static double RBFDistanceMetric::ArcLength ( const FRotator & A, const FRotator & B ) }


description: Returns the Euclidean (L2) distance between two coordinate vectors.

code: namespace RBFDistanceMetric { static double RBFDistanceMetric::Euclidean ( const FVector & A, const FVector & B ) }


description: Returns a straight-up Euclidean distance between two rotation values expressed in radians.

code: namespace RBFDistanceMetric { static double RBFDistanceMetric::Euclidean ( const FRotator & A, const FRotator & B ) }


description: Returns the Euclidean (L2) distance between two quaternion values expressed.

code: namespace RBFDistanceMetric { static double RBFDistanceMetric::Euclidean ( const FQuat & A, const FQuat & B ) }


description: Returns the Manhattan (L1), or Taxi-cab distance between two coordinate vectors.

code: namespace RBFDistanceMetric { static double RBFDistanceMetric::Manhattan ( const FVector & A, const FVector & B ) }


description: Returns the swing arc length distance between two quaternions, using a specific twist basis vector as reference.

code: namespace RBFDistanceMetric { static double RBFDistanceMetric::SwingAngle ( const FQuat & A, const FQuat & B, const FVector & TwistAxis ) }


description: Returns the twist arc length distance between two quaternions, using a specific twist basis vector as reference.

code: namespace RBFDistanceMetric { static double RBFDistanceMetric::TwistAngle ( const FQuat & A, const FQuat & B, const FVector & TwistAxis ) }


description: A cubic falloff, with identical clamping behavior to the linear falloff, but with a smooth peak

code: namespace RBFKernel { static float RBFKernel::Cubic ( float Value, float Sigma ) }


description: A simple linear falloff, clamping at zero out when the norm of Value exceeds Sigma

code: namespace RBFKernel { static float RBFKernel::Linear ( float Value, float Sigma ) }


description: An exponential falloff with a sharp peak

code: namespace RBFKernel { static float RBFKernel::Exponential ( float Value, float Sigma ) }


description: A gaussian falloff

code: namespace RBFKernel { static float RBFKernel::Gaussian ( float Value, float Sigma ) }


description: A quintic falloff, with identical clamping behavior to the linear falloff, but with a flatter peak than cubic

code: namespace RBFKernel { static float RBFKernel::Quintic ( float Value, float Sigma ) }


description: Returns a list of integer pairs indicating which distinct pair of nodes have the same weight as a pair of the same node. These result in an ill-formed coefficient matrix which kills the interpolation. The user can then either simply remove one of the pairs and retry, or warn the user that they have an invalid setup.

code: static bool GetIdenticalNodePairs ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< T > & InNodes, [WeightFuncT](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator\WeightFuncT) InWeightFunc, [TArray](API\Runtime\Core\Containers\TArray)< [TTuple](API\Runtime\Core\Misc\TTuple)< int, int >> & OutInvalidPairs )


code: [TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > & operator= ( const [TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > & )


description: Given a value, compute the weight values to use to calculate each node's contribution to that value's location.

code: template<typename U, typename InAllocator> void Interpolate ( [TArray](API\Runtime\Core\Containers\TArray)< float, InAllocator > & OutWeights, const U & Value, bool bClip, bool bNormalize ) const


code: [TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > & operator= ( [TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > && )


className: WeightFuncT

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< float(const T &A, const T &B)> WeightFuncT


code: TRBFInterpolator ( const [TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > & )


code: TRBFInterpolator ( [TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > && )


description: Construct an RBF interpolator, taking in a set of sparse nodes and a symmetric weighing function that computes the distance between two nodes, and, optionally, smooths the distance with a smoothing kernel.

code: TRBFInterpolator ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< T > & InNodes, [WeightFuncT](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator\WeightFuncT) InWeightFunc )


className: TRBFInterpolator

code: template<typename T> class TRBFInterpolator : public [FRBFInterpolatorBase](API\Runtime\AnimGraphRuntime\RBF\FRBFInterpolatorBase)


description: Get an anim state reference from an anim node reference

code: static void ConvertToAnimationStateResult ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & AnimationState, EAnimNodeReferenceConversionResult & Result )


description: Get an anim state reference from an anim node reference (pure)

code: static void ConvertToAnimationStateResultPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & AnimationState, bool & Result )


description: Get an anim state machine from an anim node reference

code: static void ConvertToAnimationStateMachine ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FAnimationStateMachineReference](API\Runtime\AnimGraphRuntime\FAnimationStateMachineReference) & AnimationState, EAnimNodeReferenceConversionResult & Result )


description: Get an anim state machine from an anim node reference (pure)

code: static void ConvertToAnimationStateMachinePure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FAnimationStateMachineReference](API\Runtime\AnimGraphRuntime\FAnimationStateMachineReference) & AnimationState, bool & Result )


description: Returns the remaining animation time of the state's most relevant asset player

code: static float GetRelevantAnimTimeRemaining ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & Node )


description: Returns the remaining animation time as a fraction of the duration for the state's most relevant asset player

code: static float GetRelevantAnimTimeRemainingFraction ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & Node )


description: Returns whether the state the node belongs to is blending in

code: static bool IsStateBlendingIn ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & Node )


description: Returns the name of the current state of this state machine

code: static [FName](API\Runtime\Core\UObject\FName) GetState ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateMachineReference](API\Runtime\AnimGraphRuntime\FAnimationStateMachineReference) & Node )


description: Returns whether the state the node belongs to is blending out

code: static bool IsStateBlendingOut ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & Node )


description: Manually set the current state of the state machine NOTE: Custom blend type is not supported

code: static void SetState ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateMachineReference](API\Runtime\AnimGraphRuntime\FAnimationStateMachineReference) & Node, [FName](API\Runtime\Core\UObject\FName) TargetState, float Duration, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ETransitionLogicType::Type](API\Runtime\Engine\Animation\ETransitionLogicType__Type) > BlendType, [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * BlendProfile, EAlphaBlendOption AlphaBlendOption, [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * CustomBlendCurve )


className: UAnimationStateMachineLibrary

description: Exposes operations to be performed on anim state machine node contexts.

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


description: Convert to an initialization context

code: static [FAnimInitializationContext](API\Runtime\Engine\Animation\FAnimInitializationContext) ConvertToInitializationContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )


description: Convert to a component space pose context

code: static [FAnimComponentSpacePoseContext](API\Runtime\Engine\Animation\FAnimComponentSpacePoseContext) ConvertToComponentSpacePoseContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )


description: Convert to a pose context

code: static [FAnimPoseContext](API\Runtime\Engine\Animation\FAnimPoseContext) ConvertToPoseContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )


description: Get the anim instance that hosts this context

code: static [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetAnimInstance ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context )


description: Internal compiler use only - Get a reference to an anim node by index

code: static [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) GetAnimNodeReference ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * Instance, int32 Index )


description: Get the current weight of this branch of the graph

code: static float GetCurrentWeight ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & Context )


description: Get the current delta time in seconds

code: static float GetDeltaTime ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & Context )


description: Prototype function for thread-safe anim node calls

code: void Prototype_ThreadSafeAnimNodeCall ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node )


description: Prototype function for thread-safe anim update calls

code: void Prototype_ThreadSafeAnimUpdateCall ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & Context, const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node )


className: UAnimExecutionContextLibrary

description: Exposes operations to be performed on anim node contexts.

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


description: Convert to an update context

code: static [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) ConvertToUpdateContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )


description: Construct all nodes in this instance

code: virtual void ConstructNodes()


code: virtual bool DoesSupportDifferentSourceAnimInstance() const


description: Source Animation Getter for the support of the Sequencer Animation Track interface

code: virtual [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetSourceAnimInstance()


description: Reset all nodes in this instance

code: virtual void ResetNodes()


description: Reset the pose for this instance

code: virtual void ResetPose()


description: Saved the named pose to restore after

code: virtual void SavePose()


className: SequencerPoseName

code: static const [FName](API\Runtime\Core\UObject\FName) SequencerPoseName;


code: virtual void SetSourceAnimInstance ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * SourceAnimInstance )


description: Update an animation sequence player in this instance

code: virtual void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies )


code: virtual void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies )


code: void UpdateAnimTrackWithRootMotion ( const [FAnimSequencerData](API\Runtime\AnimGraphRuntime\FAnimSequencerData) & InAnimSequencerData )


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

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


description: Update with Root Motion

code: void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )


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


className: UAnimSequencerInstance

code: class UAnimSequencerInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance), public [ISequencerAnimationSupport](API\Runtime\AnimGraphRuntime\ISequencerAnimationSupport)


description: Get a blend list base context from an anim node context.

code: static [FBlendListBaseReference](API\Runtime\AnimGraphRuntime\FBlendListBaseReference) ConvertToBlendListBase ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


description: Reset target blend list node to that the next blend is executed from a blank state

code: static void ResetNode ( const [FBlendListBaseReference](API\Runtime\AnimGraphRuntime\FBlendListBaseReference) & BlendListBase )


className: UBlendListBaseLibrary

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


description: Get a blend space context from an anim node context.

code: static [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) ConvertToBlendSpace ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


description: Get a blend space context from an anim node context (pure).

code: static void ConvertToBlendSpacePure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace, bool & Result )


description: Get the current sample coordinates after going through the filtering.

code: static FVector GetFilteredPosition ( const [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace )


description: Get the current position of the blend space.

code: static FVector GetPosition ( const [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace )


description: Forces the Position to the specified value

code: static void SnapToPosition ( const [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace, FVector NewPosition )


className: UBlendSpaceLibrary

description: Exposes operations to be performed on a blend space anim node.

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


description: Get a blend space player context from an anim node context (pure).

code: static void ConvertToBlendSpacePlayerPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, bool & Result )


description: Get a blend space player context from an anim node context.

code: static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) ConvertToBlendSpacePlayer ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


description: Get the current loop of the blend space player.

code: static bool GetLoop ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


description: Get the current BlendSpace of the blend space player.

code: static [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * GetBlendSpace ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


description: Get the current play rate of the blend space player.

code: static float GetPlayRate ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


description: Get the current position of the blend space player.

code: static FVector GetPosition ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


description: Get the current start position of the blend space player.

code: static float GetStartPosition ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


description: Set the current BlendSpace of the blend space player.

code: static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetBlendSpace ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace )


description: Set the current BlendSpace of the blend space player with an interial blend time.

code: static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetBlendSpaceWithInertialBlending ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace, float BlendTime )


description: Set the loop of the blend space player.

code: static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetLoop ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, bool bLoop )


description: Set the play rate of the blend space player.

code: static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetPlayRate ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, float PlayRate )


description: Set whether the current play time should reset when BlendSpace changes of the blend space player.

code: static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetResetPlayTimeWhenBlendSpaceChanges ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, bool bReset )


description: Get the current value of whether the current play time should reset when BlendSpace changes of the blend space player.

code: static bool ShouldResetPlayTimeWhenBlendSpaceChanges ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


code: static void SnapToPosition ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, FVector NewPosition )


className: UBlendSpacePlayerLibrary

description: Exposes operations to be performed on a blend space player anim node.

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


description: Returns degree of the angle between Velocity and Rotation forward vector The range of return will be from [-180, 180]. Useful for feeding directional blendspaces.

code: static float CalculateDirection ( const FVector & Velocity, const FRotator & BaseRotation )


description: This function calculates the velocity of a position changing over time. You need to hook up a valid PositionHistory variable to this for storage.

code: static float K2_CalculateVelocityFromPositionHistory ( float DeltaSeconds, FVector Position, [FPositionHistory](API\Runtime\AnimGraphRuntime\FPositionHistory) & History, int32 NumberOfSamples, float VelocityMin, float VelocityMax )


description: This function calculates the velocity of an offset position on a bone / socket over time. The bone's / socket's motion can be expressed within a reference frame (another bone / socket). You need to hook up a valid PositionHistory variable to this for storage.

code: static float K2_CalculateVelocityFromSockets ( float DeltaSeconds, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneName, const [FName](API\Runtime\Core\UObject\FName) ReferenceSocketOrBone, ERelativeTransformSpace SocketSpace, FVector OffsetInBoneSpace, [FPositionHistory](API\Runtime\AnimGraphRuntime\FPositionHistory) & History, int32 NumberOfSamples, float VelocityMin, float VelocityMax, EEasingFuncType EasingType, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve )


description: Computes the direction between two bones / sockets.

code: static FVector K2_DirectionBetweenSockets ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameFrom, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameTo )


description: Computes the distance between two bones / sockets and can remap the range.

code: static float K2_DistanceBetweenTwoSocketsAndMapRange ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameA, ERelativeTransformSpace SocketSpaceA, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameB, ERelativeTransformSpace SocketSpaceB, bool bRemapRange, float InRangeMin, float InRangeMax, float OutRangeMin, float OutRangeMax )


description:
This function ends measuring a profiling bracket and optionally logs the result
The time spent in milliseconds

code: static float K2_EndProfilingTimer ( bool bLog, const [FString](API\Runtime\Core\Containers\FString) & LogPrefix )


description: Computes the transform which is "looking" at target position with a local axis.

code: static FTransform K2_LookAt ( const FTransform & CurrentTransform, const FVector & TargetPosition, FVector LookAtVector, bool bUseUpVector, FVector UpVector, float ClampConeInDegree )


description: This function creates perlin noise from input X, Y, Z, and then range map to RangeOut, and out put to OutX, OutY, OutZ

code: static FVector K2_MakePerlinNoiseVectorAndRemap ( float X, float Y, float Z, float RangeOutMinX, float RangeOutMaxX, float RangeOutMinY, float RangeOutMaxY, float RangeOutMinZ, float RangeOutMaxZ )


description: This function creates perlin noise for a single float and then range map to RangeOut

code: static float K2_MakePerlinNoiseAndRemap ( float Value, float RangeOutMin, float RangeOutMax )


description: This function starts measuring the time for a profiling bracket

code: static void K2_StartProfilingTimer()


description: Computes the transform for two bones using inverse kinematics.

code: static void K2_TwoBoneIK ( const FVector & RootPos, const FVector & JointPos, const FVector & EndPos, const FVector & JointTarget, const FVector & Effector, FVector & OutJointPos, FVector & OutEndPos, bool bAllowStretching, float StartStretchRatio, float MaxStretchScale )


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


className: UKismetAnimationLibrary

description: A library of the most common animation blueprint functions.

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


description: Get a layered bone blend context from an anim node context (pure).

code: static void ConvertToLayeredBlendPerBonePure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) & LayeredBoneBlend, bool & Result )


description: Get a layered bone blend context from an anim node context.

code: static [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) ConvertToLayeredBoneBlend ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


description: Get the number of poses that a layered bone blend node has (this does not include the base pose)

code: static int32 GetNumPoses ( const [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) & LayeredBoneBlend )


description: Sets the currently-used blend mask for a blended input pose by name.

code: static [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) SetBlendMask ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) & LayeredBoneBlend, int32 PoseIndex, [FName](API\Runtime\Core\UObject\FName) BlendMaskName )


className: ULayeredBoneBlendLibrary

description: Exposes operations to be performed on a layered bone blend anim node.

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


description: Get a linked anim graph reference from an anim node reference

code: static [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) ConvertToLinkedAnimGraph ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


description: Get a linked anim graph reference from an anim node reference (pure)

code: static void ConvertToLinkedAnimGraphPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) & LinkedAnimGraph, bool & Result )


description: Get the linked instance is hosted by this node. If the node does not host an instance then HasLinkedAnimInstance will return false

code: static [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetLinkedAnimInstance ( const [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) & Node )


description: Returns whether the node hosts an instance (e.g. linked anim graph or layer)

code: static bool HasLinkedAnimInstance ( const [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) & Node )


className: ULinkedAnimGraphLibrary

description: Exposes operations to be performed on anim node contexts.

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


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

code: virtual void BeginDestroy()


description: Called to perform the query internally.

code: static [UPlayMontageCallbackProxy](API\Runtime\AnimGraphRuntime\UPlayMontageCallbackProxy) * CreateProxyObjectForPlayMontage ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, class [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * MontageToPlay, float PlayRate, float StartingPosition, [FName](API\Runtime\Core\UObject\FName) StartingSection )


code: void OnMontageBlendingOut ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, bool bInterrupted )


code: void OnMontageEnded ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, bool bInterrupted )


code: void OnNotifyBeginReceived ( [FName](API\Runtime\Core\UObject\FName) NotifyName, const [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )


code: void OnNotifyEndReceived ( [FName](API\Runtime\Core\UObject\FName) NotifyName, const [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )


description: Attempts to play a montage with the specified settings. Returns whether it started or not.

code: bool PlayMontage ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, class [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * MontageToPlay, float PlayRate, float StartingPosition, [FName](API\Runtime\Core\UObject\FName) StartingSection )


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


description: Advance the current accumulated time of the sequence evaluator

code: static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) AdvanceTime ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, float PlayRate )


className: UPlayMontageCallbackProxy

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

OnBlendOut

type: FOnMontagePlayD...

description: Called when Montage starts blending out and is not interrupted.

OnCompleted

description: Called when Montage finished playing and wasn't interrupted.

OnInterrupted

description: Called when Montage has been interrupted (or failed to play)


description: Get a sequence evaluator context from an anim node context

code: static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) ConvertToSequenceEvaluator ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


description: Gets the current accumulated time of the sequence evaluator

code: static float GetAccumulatedTime ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator )


description: Get a sequence evaluator context from an anim node context (pure)

code: static void ConvertToSequenceEvaluatorPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, bool & Result )


description: Gets the current sequence of the sequence evaluator

code: static [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * GetSequence ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator )


description: Set the current accumulated time of the sequence evaluator

code: static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) SetExplicitTime ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, float Time )


description: Set the current sequence of the sequence evaluator

code: static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) SetSequence ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence )


className: USequenceEvaluatorLibrary

description: Exposes operations to be performed on a sequence evaluator anim node Note: Experimental and subject to change!

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


description: Set the current sequence of the sequence evaluator with an inertial blend time

code: static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) SetSequenceWithInertialBlending ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence, float BlendTime )


description: Returns the Play Rate to provide when playing this animation if a specific animation duration is desired

code: static float ComputePlayRateFromDuration ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, float Duration )


description: Get a sequence player context from an anim node context (pure)

code: static void ConvertToSequencePlayerPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, bool & Result )


description: Gets the current accumulated time of the sequence player

code: static float GetAccumulatedTime ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )


description: Get the looping state of the sequence player

code: static bool GetLoopAnimation ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )


description: Get the play rate of the sequence player

code: static float GetPlayRate ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )


description: Get the current sequence of the sequence player - DEPRECATED, please use pure version

code: static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) GetSequence ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) *& SequenceBase )


description: Get the current sequence of the sequence player

code: static [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * GetSequencePure ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )


description: Get the start position of the sequence player

code: static float GetStartPosition ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )


description: Set the current accumulated time of the sequence player

code: static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetAccumulatedTime ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, float Time )


description: Set the play rate of the sequence player

code: static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetPlayRate ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, float PlayRate )


description: Set the current sequence of the sequence player

code: static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetSequence ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence )


description: Set the current sequence of the sequence player with an inertial blend time

code: static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetSequenceWithInertialBlending ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence, float BlendTime )


description: Set the start position of the sequence player. If this is called from On Become Relevant or On Initial Update then it should be accompanied by a call to SetAccumulatedTime to achieve the desired effect of resetting the play time of a sequence player.

code: static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetStartPosition ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, float StartPosition )


className: USequencePlayerLibrary

description: Exposes operations to be performed on a sequence player anim node Note: Experimental and subject to change!

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


description: Get a sequence player context from an anim node context

code: static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) ConvertToSequencePlayer ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


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


className: USequencerAnimationSupport

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


description: Get a skeletal control from an anim node

code: static [FSkeletalControlReference](API\Runtime\AnimGraphRuntime\FSkeletalControlReference) ConvertToSkeletalControl ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


description: Get a skeletal control from an anim node (pure)

code: static void ConvertToSkeletalControlPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FSkeletalControlReference](API\Runtime\AnimGraphRuntime\FSkeletalControlReference) & SkeletalControl, bool & Result )


description: Get the alpha value of this skeletal control

code: static float GetAlpha ( const [FSkeletalControlReference](API\Runtime\AnimGraphRuntime\FSkeletalControlReference) & SkeletalControl )


description: Set the alpha value of this skeletal control

code: static [FSkeletalControlReference](API\Runtime\AnimGraphRuntime\FSkeletalControlReference) SetAlpha ( const [FSkeletalControlReference](API\Runtime\AnimGraphRuntime\FSkeletalControlReference) & SkeletalControl, float Alpha )


className: USkeletalControlLibrary

description: Exposes operations to be performed on a skeletal control anim node Note: Experimental and subject to change!

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


className: FColorChannels

description: Struct for holding individual pointers to float values.

module: AppFramework

code: struct FColorChannels

Alpha

type: float *


description: Gets the widget that will serve as the decorator unless overridden. If you do not override, you will have no decorator

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDefaultDecorator() const


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


description: Checks whether this drag and drop operation can cast safely to the specified type.

code: virtual bool IsOfTypeImpl ( const [FString](API\Runtime\Core\Containers\FString) & Type ) const


description: Makes a newFColorDragDropto hold on to

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FColorDragDrop](API\Runtime\AppFramework\Widgets\Colors\FColorDragDrop) > New ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor, bool bSRGB, bool bUseAlpha, FSimpleDelegate TrashShowCallback, FSimpleDelegate TrashHideCallback, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SThemeColorBlocksBar](API\Runtime\AppFramework\Widgets\Colors\SThemeColorBlocksBar) > Origin, int32 OriginPosition )


description: Called when the mouse was moved during a drag and drop operation

code: virtual void OnDragged ( const class [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Invoked when the drag and drop operation has ended.

code: virtual void OnDrop ( bool bDropWasHandled, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: FColorInfo ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > InColor )


className: FColorDragDrop

description: This operation is a color which can be dragged and dropped between widgets. Represents aSThemeColorBlockthat is dragged around, and can be dropped into a color trash.

code: class FColorDragDrop : public [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation)

BlockSize

description: The size of the drag and drop color block

bSetForDeletion

description: Flag which ensures that OnDrop will not replace this block in it's origin

bUseAlpha

description: Whether or not the color uses Alpha or not

bUseSRGB

description: Whether or not the color uses SRGB or not

Color

type: FLinearColor

description: The color currently held onto by this drag drop operation

HideTrash

type: FSimpleDelegate

description: Callback to hide the trash when this widget is dropped

OriginBar

type: TWeakPtr<SThem...

description: The origin is the SThemeColorBlockBar where this operation is from.

OriginBarPosition

description: The origin position

ShowTrash

description: Callback to show the trash when this widget is created


code: FColorInfo ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > InColor, [FText](API\Runtime\Core\Internationalization\FText) InLabel )


className: FColorInfo

code: struct FColorInfo

Color

type: TSharedPtr<FLi...

Label

type: FText


description: Default constructor.

code: FColorPickerArgs()


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FColorPickerArgs ( const [FColorPickerArgs](API\Runtime\AppFramework\Widgets\Colors\FColorPickerArgs) & )


code: FColorPickerArgs ( [FColorPickerArgs](API\Runtime\AppFramework\Widgets\Colors\FColorPickerArgs) && )


code: FColorPickerArgs ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InInitialColor, FOnLinearColorValueChanged InOnColorCommitted )


className: FColorPickerArgs

code: struct FColorPickerArgs

bClampValue

type: bool

description: Set true if values should be max to 1.0. HDR values may go over 1.0.

bExpandAdvancedSection

description: Whether to automatically expand the Advanced section.

bIsModal

description: Whether or not the new color picker is modal.

bOnlyRefreshOnMouseUp

description: Whether to disable the refresh except on mouse up for performance reasons.

bOnlyRefreshOnOk

description: Whether to disable the refresh until the picker closes.

bOpenAsMenu

description: Whether to open the color picker as a menu window.

bUseAlpha

description: Whether or not to enable the alpha slider.

DisplayGamma

type: TAttribute< flo...

description: The current display gamma used to correct colors picked from the display.

InitialColor

description: The initial color set on the color picker.

OnColorCommitted

type: FOnLinearColorV...

description: A delegate to be called when the color changes.

OnColorPickerCancelled

type: FOnColorPickerC...

description: A delegate to be called when the color picker cancel button is pressed

OnColorPickerWindowClosed

type: FOnWindowClosed

description: A delegate to be called when the color picker window closes.

OnInteractivePickBegin

description: A delegate to be called when a slider drag, color wheel drag or dropper grab starts

OnInteractivePickEnd

description: A delegate to be called when a slider drag, color wheel drag or dropper grab finishes

OptionalOwningDetailsView

type: TSharedPtr<SWi...

description: Allows a details view to own the color picker so refreshing another details view doesn't close it

ParentWidget

description: The parent for the new color picker window

sRGBOverride

type: TOptional< bool...

description: If set overrides the global option for the desired setting of sRGB mode.


description: Check to see if a color is already present in the list

code: int32 FindApproxColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, float Tolerance ) const


className: FRefreshEvent

code: class FRefreshEvent : public TBaseMulticastDelegate_NoParams< void >


description: Get a list of all the colors in the theme

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FColorInfo](API\Runtime\AppFramework\Widgets\Colors\FColorInfo) > > & GetColors() const


description: Insert a color at a specific point in the list and broadcast change

code: void InsertNewColor ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > InColor, int32 InsertPosition )


code: void InsertNewColor ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FColorInfo](API\Runtime\AppFramework\Widgets\Colors\FColorInfo) > InColor, int32 InsertPosition )


description: Remove all colors from the list, broadcast change

code: void RemoveAll()


description: Remove specific color from the list, broadcast change

code: int32 RemoveColor ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > InColor )


code: FColorTheme ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FColorInfo](API\Runtime\AppFramework\Widgets\Colors\FColorInfo) > > & InColors )


className: FColorTheme

description: A Color Theme is a name and an array of Colors. It also holds and array of refresh callbacks which it calls every time it changes at all.

code: class FColorTheme

Name

type: FString


code: void AdjustRatioValue ( FVector4 & NewValue )


description: Construct the widget

code: void Construct ( const [FArguments](API\Runtime\AppFramework\Widgets\Colors\SColorGradingPicker\FArguments) & InArgs )


code: WidgetArgsType & AllowSpin &40; const TAttribute< bool > & InAttribute &41;


code: WidgetArgsType & ColorGradingModes &40; EColorGradingModes InArg &41;


code: WidgetArgsType & MainDelta &40; float InArg &41;


code: WidgetArgsType & MainShiftMouseMovePixelPerDelta &40; int32 InArg &41;


description: Called when the mouse captures starts on the color wheel

code: WidgetArgsType & OnBeginMouseCapture &40; const FSimpleDelegate & InDelegate &41;


description: Called right before the slider begins to move

code: WidgetArgsType & OnBeginSliderMovement &40; const FSimpleDelegate & InDelegate &41;


description: The event called when the color is committed

code: WidgetArgsType & OnColorCommitted &40; const FOnColorGradingPickerValueChanged & InDelegate &41;


description: Called when the mouse captures ends for the color wheel

code: WidgetArgsType & OnEndMouseCapture &40; const FSimpleDelegate & InDelegate &41;


description: Callback to get the current FVector4 value

code: WidgetArgsType & OnQueryCurrentColor &40; const FOnGetCurrentVector4Value & InDelegate &41;


description: Called right after the slider handle is released by the user

code: WidgetArgsType & OnEndSliderMovement &40; const FSimpleDelegate & InDelegate &41;


code: WidgetArgsType & SliderValueMax &40; TOptional< float > InArg &41;


code: WidgetArgsType & SliderValueMin &40; TOptional< float > InArg &41;


description: Tell us if we want to support dynamically changing of the max value using ctrl

code: WidgetArgsType & SupportDynamicSliderMaxValue &40; const TAttribute< bool > & InAttribute &41;


description: Tell us if we want to support dynamically changing of the min value using ctrl

code: WidgetArgsType & SupportDynamicSliderMinValue &40; const TAttribute< bool > & InAttribute &41;


code: WidgetArgsType & ValueMax &40; TOptional< float > InArg &41;


code: WidgetArgsType & ValueMin &40; TOptional< float > InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SColorGradingPicker >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: FOnColorGradingPickerValueChanged

description: Delegate called when the widget Color Data changed.

code: typedef TBaseDelegate_TwoParams< void, FVector4 &, bool > FOnColorGradingPickerValueChanged


description: Notification when the max/min spinner values are changed (only apply if SupportDynamicSliderMaxValue or SupportDynamicSliderMinValue are true)

code: typedef TMulticastDelegate_FourParams< void, float, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, bool, bool > FOnNumericEntryBoxDynamicSliderMinMaxValueChanged


code: void HandleColorWheelMouseCaptureBegin ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InValue )


code: void HandleColorWheelMouseCaptureEnd ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InValue )


description: Callback for value changes in the color spectrum picker.

code: void HandleCurrentColorValueChanged ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewValue, bool ShouldCommitValueChanges )


code: bool IsEntryBoxEnabled() const


code: void OnBeginSliderMovement()


description: Callback when the max/min spinner value are changed (only apply if SupportDynamicSliderMaxValue or SupportDynamicSliderMinValue are true)

code: void OnDynamicSliderMaxValueChanged ( float NewMaxSliderValue, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InValueChangedSourceWidget, bool IsOriginator, bool UpdateOnlyIfHigher )


code: void OnDynamicSliderMinValueChanged ( float NewMinSliderValue, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InValueChangedSourceWidget, bool IsOriginator, bool UpdateOnlyIfLower )


code: void OnEndSliderMovement ( float NewValue )


code: [TOptional](API\Runtime\Core\IO\TOptional)< float > OnGetMainValue() const


code: void OnMainValueChanged ( float InValue, bool ShouldCommitValueChanges )


code: void OnMainValueCommitted ( float InValue, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType )


code: void TransformColorGradingRangeToLinearColorRange ( FVector4 & VectorValue ) const


code: void TransformColorGradingRangeToLinearColorRange ( float & FloatValue )


code: void TransformLinearColorRangeToColorGradingRange ( FVector4 & VectorValue ) const


description: Destructor.

code: ~SColorGradingPicker()


className: SColorGradingPicker

description: Class for placing a color picker. If all you need is a standalone color picker, use the functions OpenColorGradingWheel and DestroyColorGradingWheel, since they hold a static instance of the color picker.

code: class SColorGradingPicker : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

ColorGradingModes

type: EColorGradingMo...

MainDelta

type: float

NumericEntryBoxWidget

type: TSharedPtr<SNu...

OnColorCommitted

type: FOnColorGrading...

description: Invoked when a new value is selected on the color wheel

type: FOnNumericEntry...

OnQueryCurrentColor

type: FOnGetCurrentVe...


code: bool ApplyNewTargetColor ( bool bForceUpdate )


description: Backup all the colors that are being modified

code: void BackupColors()


code: void BeginAnimation ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Start, [FLinearColor](API\Runtime\Core\Math\FLinearColor) End )


className: ColorThemesViewer

description: A static pointer to the global color themes viewer

code: static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SColorThemesViewer](API\Runtime\AppFramework\Widgets\Colors\SColorThemesViewer) > ColorThemesViewer;


description: Construct the widget

code: void Construct ( const [FArguments](API\Runtime\AppFramework\Widgets\Colors\SColorPicker\FArguments) & InArgs )


description: Cycles the color picker's mode.

code: void CycleMode()


description: A default window size for the color picker which looks nice

code: static const FVector2D DEFAULT_WINDOW_SIZE = FVector2D(441, 537);


description: Calls the user defined delegate for when the color changes are discarded

code: void DiscardColor()


description: The LinearColor is expected to be converted to aFColor, set the clamp channel value.

code: WidgetArgsType & ClampValue &40; bool InArg &41;


description: Sets the display Gamma setting - used to correct colors sampled from the screen

code: WidgetArgsType & DisplayGamma &40; const TAttribute< float > & InAttribute &41;


description: If true, this color picker will be a stripped down version of the full color picker

code: WidgetArgsType & DisplayInlineVersion &40; bool InArg &41;


description: If true, the Advanced section will be expanded, regardless of the remembered state

code: WidgetArgsType & ExpandAdvancedSection &40; bool InArg &41;


description: The event called when the color is committed

code: WidgetArgsType & OnColorCommitted &40; const FOnLinearColorValueChanged & InDelegate &41;


description: The event called when the color picker cancel button is pressed

code: WidgetArgsType & OnColorPickerCancelled &40; const FOnColorPickerCancelled & InDelegate &41;


description: The event called when the color picker parent window is closed

code: WidgetArgsType & OnColorPickerWindowClosed &40; const FOnWindowClosed & InDelegate &41;


description: The event called when a slider drag, color wheel drag or dropper grab starts

code: WidgetArgsType & OnInteractivePickBegin &40; const FSimpleDelegate & InDelegate &41;


description: The event called when a slider drag, color wheel drag or dropper grab finishes

code: WidgetArgsType & OnInteractivePickEnd &40; const FSimpleDelegate & InDelegate &41;


description: Prevents immediate refreshs for performance reasons.

code: WidgetArgsType & OnlyRefreshOnMouseUp &40; const TAttribute< bool > & InAttribute &41;


description: Prevents multiple refreshes when requested.

code: WidgetArgsType & OnlyRefreshOnOk &40; const TAttribute< bool > & InAttribute &41;


description: Allows a details view to own the color picker so refreshing another details view doesn't close it

code: WidgetArgsType & OptionalOwningDetailsView &40; const TAttribute< TSharedPtr< SWidget > > & InAttribute &41;


description: If true, this color picker will have non-standard creation behavior

code: WidgetArgsType & OverrideColorPickerCreation &40; bool InArg &41;


description: A pointer to the parent window

code: WidgetArgsType & ParentWindow &40; const TAttribute< TSharedPtr< SWindow > > & InAttribute &41;


description: The event called before the color is committed

code: WidgetArgsType & PreColorCommitted &40; const FOnLinearColorValueChanged & InDelegate &41;


description: Overrides the checkbox value of the sRGB option.

code: WidgetArgsType & sRGBOverride &40; TOptional< bool > InArg &41;


description: The color that is being targeted as aTAttribute

code: WidgetArgsType & TargetColorAttribute &40; const TAttribute< FLinearColor > & InAttribute &41;


code: WidgetArgsType & TargetColorChannels &40; TArray< FColorChannels > InArg &41;


code: WidgetArgsType & TargetFColors &40; TArray< FColor &42; > InArg &41;


description: Whether the ability to pick the alpha value is enabled

code: WidgetArgsType & UseAlpha &40; const TAttribute< bool > & InAttribute &41;


code: WidgetArgsType & TargetLinearColors &40; TArray< FLinearColor &42; > InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SColorPicker >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)

type: TArray<FColorC...

description: An array of color pointer structs this color picker targets Only to keep compatibility with wx.

type: TArray<FColor...

description: An array of color pointers this color picker targets

type: TArray<FLinear...

description: An array of linear color pointers this color picker targets


className: FOnColorPickerCreationOverride

description: Delegate to override color picker creation behavior

code: typedef TBaseDelegate_OneParam< void, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SColorPicker](API\Runtime\AppFramework\Widgets\Colors\SColorPicker) > & > FOnColorPickerCreationOverride


className: FOnColorPickerDestructionOverride

description: Delegate to override color picker destruction behavior

code: typedef TBaseDelegate_NoParams< void > FOnColorPickerDestructionOverride


code: void GenerateDefaultColorPickerContent ( bool bAdvancedSectionExpanded )


code: void GenerateInlineColorPickerContent()


description: Gets the (optionally set) owning details view of the current color picker


description:
Creates the color preview box widget.
The new color preview box.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeColorPreviewBox() const


description:
Creates a color slider widget for the specified channel.
The new slider.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeColorSlider ( EColorPickerChannels Channel ) const


description:
Creates a color spin box widget for the specified channel.
The new spin box.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeColorSpinBox ( EColorPickerChannels Channel ) const


description: The max time allowed for updating before we shut off auto-updating

code: static const double MAX_ALLOWED_UPDATE_TIME = 0.1;


className: OnColorPickerDestroyOverride


className: OnColorPickerNonModalCreateOverride


code: bool SetNewTargetColorHSV ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewValue, bool bForceUpdate )


description: Sets new color in ether RGB or HSV

code: bool SetNewTargetColorRGB ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewValue, bool bForceUpdate )


code: void UpdateColorPickMouseUp()


description: Destructor.

code: ~SColorPicker()


className: SColorPicker

description: Class for placing a color picker. If all you need is a standalone color picker, use the functions OpenColorPicker and DestroyColorPicker, since they hold a static instance of the color picker.

code: class SColorPicker : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Runtime\AppFramework\Widgets\Colors\SColorThemeBar\FArguments) & InArgs )


description: The color theme that this bar is displaying

code: WidgetArgsType & ColorTheme &40; const TAttribute< TSharedPtr< FColorTheme > > & InAttribute &41;


description: Callback to pass down to theFColorDragDropfor it to hide the trash

code: WidgetArgsType & HideTrashCallback &40; const FSimpleDelegate & InDelegate &41;


description: Event to be called when the current theme changes

code: WidgetArgsType & OnCurrentThemeChanged &40; const FOnCurrentThemeChanged & InDelegate &41;


description: Callback to pass down to theFColorDragDropfor it to show the trash

code: WidgetArgsType & ShowTrashCallback &40; const FSimpleDelegate & InDelegate &41;


code: WidgetArgsType & UseAlpha &40; const TAttribute< bool > & InAttribute &41;


description: Whether to display sRGB color

code: WidgetArgsType & UseSRGB &40; const TAttribute< bool > & InAttribute &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SColorThemeBar >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description:
The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


className: SColorThemeBar

description: SColorThemeBars include a ThemeColorBlocksBar in addition to a label. Clicking on one will select it and set the currently used color theme to it

code: class SColorThemeBar : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)