code: void AddDiscoveredItemImpl ( [FDiscoveredItem::EType](API\Plugins\ContentBrowserFileDataSource\UContentBrowserFileDataSource\FDiscoveredItem\EType) InItemType, const [FString](API\Runtime\Core\Containers\FString) & InMountPath, const [FString](API\Runtime\Core\Containers\FString) & InDiskPath, const [FName](API\Runtime\Core\UObject\FName) InChildMountPathName, const bool bIsRootPath )


description:
Query whether the given item is can be duplicated, optionally providing error information if it cannot.
True if the item can be duplicated, false otherwise.

module: ContentBrowserFileDataSource

code: virtual bool CanDuplicateItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg )


description:
Query whether the given item is can be edited, optionally providing error information if it cannot.
True if the item can be edited, false otherwise.

code: virtual bool CanEditItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg )


description:
Query whether the given item is can be moved, optionally providing error information if it cannot.
True if the item can be moved, false otherwise.

code: virtual bool CanMoveItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, const [FName](API\Runtime\Core\UObject\FName) InDestPath, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg )


description:
Query whether the given item is can be previewed, optionally providing error information if it cannot.
True if the item can be previewed, false otherwise.

code: virtual bool CanPreviewItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg )


description:
Query whether the given item is can be renamed, optionally providing error information if it cannot.
True if the item can be renamed, false otherwise.

code: virtual bool CanRenameItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, const [FString](API\Runtime\Core\Containers\FString) * InNewName, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg )


description: EnumerateItemsMatchingFilterandDoesItemPassFilter.

code: virtual void CompileFilter ( const [FName](API\Runtime\Core\UObject\FName) InPath, const [FContentBrowserDataFilter](API\Editor\ContentBrowserData\FContentBrowserDataFilter) & InFilter, [FContentBrowserDataCompiledFilter](API\Editor\ContentBrowserData\FContentBrowserDataCompiledFilte-) & OutCompiledFilter )


description:
Attempt to copy the given item to the given virtual path.
True if the item was copied, false otherwise.

code: virtual bool CopyItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, const [FName](API\Runtime\Core\UObject\FName) InDestPath )


code: [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) CreateFileItem ( const [FName](API\Runtime\Core\UObject\FName) InInternalPath, const [FString](API\Runtime\Core\Containers\FString) & InFilename )


description:
Attempt to begin the process of asynchronously creating a folder at the given virtual path, populating a temporary item that can be finalized or canceled by the user.
True if the pending folder was created, false otherwise.

code: virtual bool CreateFolder ( const [FName](API\Runtime\Core\UObject\FName) InPath, [FContentBrowserItemDataTemporaryContext](API\Editor\ContentBrowserData\FContentBrowserItemDataTemporary-) & OutPendingItem )


code: [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) CreateFolderItem ( const [FName](API\Runtime\Core\UObject\FName) InInternalPath, const [FString](API\Runtime\Core\Containers\FString) & InFilename )


code: [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) CreateItemFromDiscovered ( const [FName](API\Runtime\Core\UObject\FName) InInternalPath, const [FDiscoveredItem](API\Plugins\ContentBrowserFileDataSource\UContentBrowserFileDataSource\FDiscoveredItem) & InDiscoveredItem )


description:
Attempt to delete the given item.
True if the item was deleted, false otherwise.

code: virtual bool DeleteItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem )


description: CompileFilter.

code: virtual bool DoesItemPassFilter ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, const [FContentBrowserDataCompiledFilter](API\Editor\ContentBrowserData\FContentBrowserDataCompiledFilte-) & InFilter )


description:
This duplicates the item at its current path and assigns it a default unique name.
True if the pending item was created, false otherwise.

code: virtual bool DuplicateItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, [FContentBrowserItemDataTemporaryContext](API\Editor\ContentBrowserData\FContentBrowserItemDataTemporary-) & OutPendingItem )


description:
Attempt to open the given item for editing.
True if the item was opened for editing, false otherwise.

code: virtual bool EditItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem )


description: This functionmust notblock waiting on content discovery! It should use the current state as known at this point in time.

code: virtual void EnumerateItemsAtPath ( const [FName](API\Runtime\Core\UObject\FName) InPath, const EContentBrowserItemTypeFilter InItemTypeFilter, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) &&)> InCallback )


className: EType

code: enum EType { Directory, File, }


description: CompileFilter.

code: virtual void EnumerateItemsMatchingFilter ( const [FContentBrowserDataCompiledFilter](API\Editor\ContentBrowserData\FContentBrowserDataCompiledFilte-) & InFilter, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) &&)> InCallback )


className: FFileMount

code: struct FFileMount

DirectoryWatcherHandle

type: FDelegateHandle

DiskPath

type: FString


className: FDiscoveredItem

code: struct FDiscoveredItem

ChildItems

type: TSet<FName>

Type

type: EType


description:
Query the values of all attributes on the given item.
True attributes were found and their values reported, false otherwise.

code: virtual bool GetItemAttributes ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, const bool InIncludeMetaData, FContentBrowserItemDataAttributeValues & OutAttributeValues )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FContentBrowserFileItemDataPayload](API\Plugins\ContentBrowserFileDataSource\FContentBrowserFileItemDataPaylo-) > GetFileItemPayload ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FContentBrowserFolderItemDataPayload](API\Plugins\ContentBrowserFileDataSource\FContentBrowserFolderItemDataPay-) > GetFolderItemPayload ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem ) const


description:
Query the value of the given attribute on the given item.
True if the attribute was found and its value was filled, false otherwise.

code: virtual bool GetItemAttribute ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, const bool InIncludeMetaData, const [FName](API\Runtime\Core\UObject\FName) InAttributeKey, [FContentBrowserItemDataAttributeValue](API\Editor\ContentBrowserData\FContentBrowserItemDataAttribute-_1) & OutAttributeValue )


description:
Not all items or data sources will map to an physical path (eg, some may be purely virtualized views of data that doesn't exist on disk).
True if the physical path was found and the result filled, false otherwise.

code: virtual bool GetItemPhysicalPath ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, [FString](API\Runtime\Core\Containers\FString) & OutDiskPath )


code: bool HasFileMount ( const [FName](API\Runtime\Core\UObject\FName) InFileMountPath ) const


description: Query whether this data source instance is currently discovering content, and retrieve an optional status message that can be shown in the UI.

code: virtual bool IsDiscoveringItems ( [FText](API\Runtime\Core\Internationalization\FText) * OutStatus )


description: This function must be able to answer the question quickly or not at all (and assume visible). Itmust notblock doing something like a file system scan.

code: virtual bool IsFolderVisible ( const [FName](API\Runtime\Core\UObject\FName) InPath, const EContentBrowserIsFolderVisibleFlags InFlags )


code: bool IsKnownFileMount ( const [FName](API\Runtime\Core\UObject\FName) InMountPath, [FString](API\Runtime\Core\Containers\FString) * OutDiskPath ) const


code: bool IsRootFileMount ( const [FName](API\Runtime\Core\UObject\FName) InMountPath, [FString](API\Runtime\Core\Containers\FString) * OutDiskPath ) const


description:
Attempt to move the given item to the given virtual path.
True if the item was moved, false otherwise.

code: virtual bool MoveItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, const [FName](API\Runtime\Core\UObject\FName) InDestPath )


description: Called when a file in a watched directory changes on disk

code: void OnDirectoryChanged ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFileChangeData](API\Developer\DirectoryWatcher\FFileChangeData) > & InFileChanges, const [FString](API\Runtime\Core\Containers\FString) InFileMountPath, const [FString](API\Runtime\Core\Containers\FString) InFileMountDiskPath )


code: void Initialize ( const [ContentBrowserFileData::FFileConfigData](API\Plugins\ContentBrowserFileDataSource\FFileConfigData) & InConfig, const bool InAutoRegister )


code: [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) OnFinalizeCreateFolder ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItemData, const [FString](API\Runtime\Core\Containers\FString) & InProposedName, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg )


code: [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) OnFinalizeCreateFile ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItemData, const [FString](API\Runtime\Core\Containers\FString) & InProposedName, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg )


code: [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) OnFinalizeDuplicateFile ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItemData, const [FString](API\Runtime\Core\Containers\FString) & InProposedName, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg )


code: void OnNewFileRequested ( const [FName](API\Runtime\Core\UObject\FName) InDestFolderPath, const [FString](API\Runtime\Core\Containers\FString) InDestFolder, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [ContentBrowserFileData::FFileActions](API\Plugins\ContentBrowserFileDataSource\FFileActions) > InFileActions, [UContentBrowserDataMenuContext_AddNewMenu::FOnBeginItemCreation](API\Editor\ContentBrowserData\UContentBrowserDataMenuContext_A-\FOnBeginItemCrea-) InOnBeginItemCreation )


code: void OnPathPopulated ( const [FName](API\Runtime\Core\UObject\FName) InPath )


code: void OnAlwaysShowPath ( const FStringView InPath )


code: void OnPathPopulated ( const FStringView InPath )


code: void OnAlwaysShowPath ( const [FName](API\Runtime\Core\UObject\FName) InPath )


code: bool OnValidateItemName ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, const [FString](API\Runtime\Core\Containers\FString) & InProposedName, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg )


code: bool PassesFilters ( const [FName](API\Runtime\Core\UObject\FName) InPath, const int32 InFolderDepthChecked, const [FContentBrowserCompiledFileDataFilter](API\Plugins\ContentBrowserFileDataSource\FContentBrowserCompiledFileDataF-) & InFileDataFilter ) const


code: static bool PassesFilters ( const FStringView InPath, const [FDiscoveredItem](API\Plugins\ContentBrowserFileDataSource\UContentBrowserFileDataSource\FDiscoveredItem) & InDiscoveredItem, const int32 InFolderDepthChecked, const [FContentBrowserCompiledFileDataFilter](API\Plugins\ContentBrowserFileDataSource\FContentBrowserCompiledFileDataF-) & InFileDataFilter )


code: void PopulateAddNewContextMenu ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu )


description:
Attempt to preview the given item.
True if the item was previewed, false otherwise.

code: virtual bool PreviewItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem )


code: void RemoveDiscoveredItem ( const [FString](API\Runtime\Core\Containers\FString) & InMountPath )


description: This will be called in response to a user attempting to browse content under the given virtual path.

code: virtual bool PrioritizeSearchPath ( const [FName](API\Runtime\Core\UObject\FName) InPath )


code: void RemoveDiscoveredItem ( const [FName](API\Runtime\Core\UObject\FName) InMountPath )


code: void RemoveDiscoveredItemImpl ( const [FName](API\Runtime\Core\UObject\FName) InMountPath, const bool bParentIsOrphan )


code: void RemoveFileMount ( const [FName](API\Runtime\Core\UObject\FName) InFileMountPath )


description:
Attempt to rename the given item.
True if the item was renamed, false otherwise.

code: virtual bool RenameItem ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, const [FString](API\Runtime\Core\Containers\FString) & InNewName, [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & OutNewItem )


description: This is called during the BeginDestroy phase of object destruction.

code: virtual void Shutdown()


description: Called once every 0.1 seconds, prior to the Content Browser Data Subsystem emitting any pending item update notifications.

code: virtual void Tick ( const float InDeltaTime )


description:
Attempt to update the thumbnail associated with the given item.
True if the thumbnail was updated, false otherwise.

code: virtual bool UpdateThumbnail ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItem, [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) & InThumbnail )


className: UContentBrowserFileDataSource

AlwaysVisibleFolders

type: TSet<FString>

description: The set of folders that should always be visible, even if they contain no files in the Content Browser view.

BackgroundDiscovery

type: TSharedPtr< FCo...

Config

type: ContentBrowserF...

DiscoveredItems

type: TMap<FName,FD...

EmptyFolders

description: A cache of folders that contain no files in the Content Browser view.

RegisteredAssetTypeActions

type: TArray<TShared...

RegisteredFileMountRoots

type: TMap<FName,TA...

RegisteredFileMounts

type: TSortedMap<FNa...


className: EContextualAnimActorPreviewType

module: ContextualAnimation

code: enum EContextualAnimActorPreviewType { SkeletalMesh, StaticMesh, Actor, None, }


className: EContextualAnimCriterionConeMode

code: enum EContextualAnimCriterionConeMode { ToPrimary, FromPrimary, }


className: EContextualAnimCriterionDistanceMode

description: UContextualAnimSelectionCriterion_Distance.

code: enum EContextualAnimCriterionDistanceMode { Distance_3D, Distance_2D, }


className: EContextualAnimCriterionToConsider

code: enum EContextualAnimCriterionToConsider { All, Spatial, Other, }


className: EContextualAnimCriterionType

code: enum EContextualAnimCriterionType { Spatial, Other, }


className: EContextualAnimIKTargetProvider

code: enum EContextualAnimIKTargetProvider { Autogenerated, Bone, }


className: EContextualAnimJoinRule

description: Defines when the actor should start playing the animation

code: enum EContextualAnimJoinRule { Default, Late, }


className: EContextualAnimPointType

code: enum EContextualAnimPointType { FirstFrame, SyncFrame, LastFrame, }


className: EContextualAnimWarpPointDefinitionMode

description: Different modes for defining warp points

code: enum EContextualAnimWarpPointDefinitionMode { PrimaryActor, Socket, Custom, }


className: FContextualAnimActorPreviewData

PreviewActorClass

type: TSoftClassPtr< ...

PreviewSkeletalMesh

type: TSoftObjectPtr<...

Role

type: FName

Type

type: EContextualAnim...


code: FTransform ExtractTransformAtTime ( int32 TrackIndex, float Time ) const


code: FTransform ExtractTransformAtTime ( const [FName](API\Runtime\Core\UObject\FName) & TrackName, float Time ) const


code: void Initialize ( int32 InNumTracks, float InSampleInterval )


className: FContextualAnimAlignmentTrackContainer

description: Container for alignment tracks

SampleInterval

type: float

Tracks

type: FAnimSequenceTr...


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: static [UContextualAnimManager](API\Plugins\ContextualAnimation\UContextualAnimManager) * GetManager ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Overload this method to report a name for your referencer

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


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: WorldToManagerMap

code: static [TMap](API\Runtime\Core\Containers\TMap)< const [UWorld](API\Runtime\Engine\Engine\UWorld) *, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UContextualAnimManager](API\Plugins\ContextualAnimation\UContextualAnimManager) > > WorldToManagerMap;


className: FContextualAnimationModule

code: class FContextualAnimationModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


className: InvalidIKTarget

code: static const [FContextualAnimIKTarget](API\Plugins\ContextualAnimation\FContextualAnimIKTarget) InvalidIKTarget;


code: FContextualAnimIKTarget()


code: FContextualAnimIKTarget ( const [FName](API\Runtime\Core\UObject\FName) & InGoalName, float InAlpha, const FTransform & InTransform )


className: FContextualAnimIKTarget

Transform

type: FTransform


className: FContextualAnimIKTargetDefContainer

IKTargetDefs

type: TArray<FContex...


code: bool operator== ( const [FContextualAnimIKTargetDefinition](API\Plugins\ContextualAnimation\FContextualAnimIKTargetDefinitio-) & Other ) const


className: FContextualAnimIKTargetDefinition


code: FContextualAnimPoint()


code: FContextualAnimPoint ( const [FName](API\Runtime\Core\UObject\FName) & InRole, const FTransform & InTransform, float InSpeed, int32 InSectionIdx, int32 InAnimSetIdx, int32 InAnimTrackIdx )


className: FContextualAnimPoint


code: FContextualAnimQueryParams()


code: FContextualAnimQueryParams ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InQuerier, bool bInComplexQuery, bool bInFindAnimStartTime )


code: FContextualAnimQueryParams ( const FTransform & InQueryTransform, bool bInComplexQuery, bool bInFindAnimStartTime )


className: FContextualAnimQueryParams

description: Stores the parameters passed into query function : Only used byUContextualAnimSceneAsset::Query. Kept around only to do not break existing content. It will go away in the future.

bComplexQuery

type: bool

Querier

type: TWeakObjectPtr<...


className: FContextualAnimQueryResult

description: Stores the result of a query function : Only used byUContextualAnimSceneAsset::Query. Kept around only to do not break existing content. It will go away in the future.


className: FContextualAnimRepBindingsData

description: Used to replicate start/stop contextual anim events

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FContextualAnimRepBindingsData : public [FContextualAnimRepData](API\Plugins\ContextualAnimation\FContextualAnimRepData)

Bindings

type: FContextualAnim...


code: void IncrementRepCounter()


className: FContextualAnimRepData

description: Base struct for replicated data with a rep counter

RepCounter

description: Auto increment counter to ensure replication even if the data is the same


className: FContextualAnimRepLateJoinData

description: Used to replicate a late join event

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FContextualAnimRepLateJoinData : public [FContextualAnimRepData](API\Plugins\ContextualAnimation\FContextualAnimRepData)

Actor

type: TObjectPtr<AAc...

description: Actor that is joining the interaction

Role

description: Role in the interaction the actor is gonna play


className: FContextualAnimRepTransitionData

description: Used to transition events

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FContextualAnimRepTransitionData : public [FContextualAnimRepData](API\Plugins\ContextualAnimation\FContextualAnimRepData)


className: InvalidRoleDefinition


className: FContextualAnimRoleDefinition

description: FContextualAnimRoleDefinition.


className: FContextualAnimSceneActorCompDelegate


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActor() const


code: [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetAnimInstance() const


description: Returns the ActiveMontageInstance or null in the case of static actors

code: [FAnimMontageInstance](API\Runtime\Engine\Animation\FAnimMontageInstance) * GetAnimMontageInstance() const


description: Return the current playback time of the animation this actor is playing

code: float GetAnimMontageTime() const


code: int32 GetAnimTrackIdx() const


code: const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & GetContext() const


code: int32 GetCurrentSectionIndex() const


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


code: FTransform GetTransform() const


code: FVector GetVelocity() const


className: InvalidBinding

code: static const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) InvalidBinding;


code: void SetAnimTrack ( const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) & InAnimTrack )


code: FContextualAnimSceneBinding()


code: FContextualAnimSceneBinding ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & InContext, const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) & InAnimTrack )


className: FContextualAnimSceneBinding

description: Represent an actor bound to a role in the scene


code: void AddGameplayTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag )


code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetGameplayTags() const


code: bool HasAllMatchingGameplayTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer ) const


code: bool HasAnyMatchingGameplayTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer ) const


code: bool HasMatchingGameplayTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToCheck ) const


code: void SetExternalTransform ( const FTransform & InTransform )


code: FContextualAnimSceneBindingContext()


code: FContextualAnimSceneBindingContext ( const FTransform & InExternalTransform, const [TOptional](API\Runtime\Core\IO\TOptional)< FVector > & InExternalVelocity )


code: FContextualAnimSceneBindingContext ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InExternalTags )


code: FContextualAnimSceneBindingContext ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [TOptional](API\Runtime\Core\IO\TOptional)< FTransform > & InExternalTransform, const [TOptional](API\Runtime\Core\IO\TOptional)< FVector > & InExternalVelocity )


code: int32 Add ( const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & NewData )


className: FContextualAnimSceneBindingContext

description: FContextualAnimSceneBindingContext.


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


code: bool BindActorToRole ( [AActor](API\Runtime\Engine\GameFramework\AActor) & ActorRef, [FName](API\Runtime\Core\UObject\FName) Role )


code: bool CalculateWarpPoint ( const [FContextualAnimWarpPointDefinition](API\Plugins\ContextualAnimation\FContextualAnimWarpPointDefiniti-) & WarpPointDef, [FContextualAnimWarpPoint](API\Plugins\ContextualAnimation\FContextualAnimWarpPoint) & OutWarpPoint ) const


code: void CalculateWarpPoints ( [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpPoint](API\Plugins\ContextualAnimation\FContextualAnimWarpPoint) > & OutWarpPoints ) const


code: static bool CheckConditions ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset, int32 SectionIdx, int32 AnimSetIdx, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) > & Params )


code: static int32 FindAnimSet ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset, int32 SectionIdx, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) > & Params )


code: int32 FindAnimSetForTransitionTo ( int32 NewSectionIdx ) const


code: const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) * FindBindingByActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


code: const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) * FindBindingByRole ( const [FName](API\Runtime\Core\UObject\FName) & Role ) const


code: void GenerateUniqueId()


code: FTransform GetAlignmentTransformFromBinding ( const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding, const [FName](API\Runtime\Core\UObject\FName) & TrackName, float Time ) const


code: int32 GetAnimSetIdx() const


code: const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) & GetAnimTrackFromBinding ( const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) > & GetBindings() const


code: const [FContextualAnimIKTargetDefContainer](API\Plugins\ContextualAnimation\FContextualAnimIKTargetDefContai-) & GetIKTargetDefContainerFromBinding ( const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding ) const


code: FTransform GetIKTargetTransformFromBinding ( const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding, const [FName](API\Runtime\Core\UObject\FName) & TrackName, float Time ) const


code: const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) * GetPrimaryBinding() const


code: const [FName](API\Runtime\Core\UObject\FName) & GetRoleFromBinding ( const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding ) const


code: const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * GetSceneAsset() const


code: int32 GetSectionIdx() const


code: const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) * GetSyncLeader() const


code: bool SetRoleWarpTarget ( const [FName](API\Runtime\Core\UObject\FName) Role, const [FName](API\Runtime\Core\UObject\FName) WarpTargetName, const FTransform & Transform )


code: void TransitionTo ( int32 NewSectionIdx, int32 NewAnimSetIdx )


code: static bool TryCreateBindings ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset, int32 SectionIdx, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) > & Params, [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & OutBindings )


code: static bool TryCreateBindings ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset, int32 SectionIdx, int32 AnimSetIdx, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) > & Params, [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & OutBindings )


code: static bool TryCreateBindings ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset, int32 SectionIdx, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Primary, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Secondary, [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & OutBindings )


code: static bool TryCreateBindings ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset, int32 SectionIdx, int32 AnimSetIdx, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Primary, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Secondary, [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & OutBindings )


code: FContextualAnimSceneBindings()


code: FContextualAnimSceneBindings ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & InSceneAsset, int32 InSectionIdx, int32 InAnimSetIdx )


className: FContextualAnimSceneBindings


code: const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) * FindFirstAnimTrackForRoleThatPassesSelectionCriteria ( const [FName](API\Runtime\Core\UObject\FName) & Role, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Primary, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Querier ) const


code: void GenerateAlignmentTracks ( [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset )


code: void GenerateIKTargetTracks ( [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset )


code: const [FContextualAnimSet](API\Plugins\ContextualAnimation\FContextualAnimSet) * GetAnimSet ( int32 AnimSetIdx ) const


code: const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) * GetAnimTrack ( int32 AnimSetIdx, const [FName](API\Runtime\Core\UObject\FName) & Role ) const


code: const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) * GetAnimTrack ( int32 AnimSetIdx, int32 AnimTrackIdx ) const


code: const [FContextualAnimIKTargetDefContainer](API\Plugins\ContextualAnimation\FContextualAnimIKTargetDefContai-) & GetIKTargetDefsForRole ( const [FName](API\Runtime\Core\UObject\FName) & Role ) const


code: FTransform GetIKTargetTransformForRoleAtTime ( int32 AnimSetIdx, [FName](API\Runtime\Core\UObject\FName) Role, [FName](API\Runtime\Core\UObject\FName) TrackName, float Time ) const


code: int32 GetNumAnimSets() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpPointDefinition](API\Plugins\ContextualAnimation\FContextualAnimWarpPointDefiniti-) > & GetWarpPointDefinitions() const


className: FContextualAnimSceneSection

description: Named container with one or more ContextualAnimSet

RoleToIKTargetDefsMap

type: TMap<FName,FC...


code: int32 GetNumMandatoryRoles() const


className: FContextualAnimSet

description: Contains AnimTracks for each role in the interaction. Example: An specific set for a interaction with a car would have two tracks, one with the animation for the character and another one with the animation for the car. It is common to have variations of the same action with different animations. We could have one AnimSet with the animations for getting into the car from the driver side and another for getting into the car from the passenger side.

RandomWeight

description: Used by the selection mechanism to 'break the tie' when multiple Sets can be selected

Tracks

description: List of tracks with animation (and relevant data specific to that animation) for each role

WarpPoints

type: TMap<FName, FT...

description: Map of WarpTargetNames and Transforms for this set.


className: FContextualAnimStartSceneParams

AnimSetIdx

description: Desired set.

RoleToActorMap

description: Map with actors to bind to each role in the scene

SectionIdx

description: Desired section. If INDEX_NONE the Manager will use or find best set in the first section.

description: Precomputed warp points that could be provided when starting a scene.


code: bool DoesQuerierPassSelectionCriteria ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & PrimaryActorData, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & QuerierData ) const


className: EmptyTrack

code: static const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) EmptyTrack;


code: FTransform GetRootTransformAtTime ( float Time ) const


code: void GetStartAndEndTimeForWarpSection ( int32 WarpSectionIndex, float & OutStartTime, float & OutEndTime ) const


code: void GetStartAndEndTimeForWarpSection ( const [FName](API\Runtime\Core\UObject\FName) & WarpSectionName, float & OutStartTime, float & OutEndTime ) const


description: DEPRECATED: Will go away soon.

code: float GetSyncTimeForWarpSection ( int32 WarpSectionIndex ) const


description: DEPRECATED: Will go away soon.

code: float GetSyncTimeForWarpSection ( const [FName](API\Runtime\Core\UObject\FName) & WarpSectionName ) const


className: FContextualAnimTrack

AlignmentData

description: Container for alignment tracks

Animation

type: TObjectPtr<UAn...

bOptional

description: Whether the actor that should play this animation is optional

IKTargetData

description: Container for auto generate IK Target Tracks

SelectionCriteria

type: TArray<TObject...


code: FContextualAnimWarpPoint()


code: FContextualAnimWarpPoint ( const [FName](API\Runtime\Core\UObject\FName) InName, const FTransform & InTransform )


className: FContextualAnimWarpPoint

description: FContextualAnimWarpPoint.


className: FContextualAnimWarpPointCustomParams

description: Parameters used to calculate a warp point when using 'Custom' mode


className: FContextualAnimWarpPointDefinition

description: Contain the params necessary to calculate a warp point for the scene. A warp point is a transform in the scene that can be used as reference to calculate alignment between actors

Mode

description: Method used to calculate this warp point

Params

description: Set of rules used to calculate the warp point. Only relevant when Mode is Custom

SocketName

description: Name of the socket in the primary actor acting as warping point. Only relevant when Mode is Socket

WarpTargetName

description: Name of the warp target in the warping window this warp point is for


code: FContextualAnimWarpTarget()


code: FContextualAnimWarpTarget ( const [FName](API\Runtime\Core\UObject\FName) InRole, const [FName](API\Runtime\Core\UObject\FName) InWarpTargetName, const FTransform & InTargetTransform )


className: FContextualAnimWarpTarget

TargetLocation

type: FVector

TargetRotation

type: FQuat


className: FOnContextualAnimSceneActorJoined

description: Delegate to notify external objects when an actor join this scene

code: class FOnContextualAnimSceneActorJoined


className: FOnContextualAnimSceneActorLeft

description: Delegate to notify external objects when an actor left this scene

code: class FOnContextualAnimSceneActorLeft


className: FOnContextualAnimSceneEnded

description: Delegate to notify external objects when this is scene is completed

code: class FOnContextualAnimSceneEnded


className: FOnContextualAnimSceneNotify

description: Delegate to notify external objects about anim notify events

code: class FOnContextualAnimSceneNotify


className: IContextualAnimActorInterface

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


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


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


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


description: Notify used to allow player to early out from a contextual anim. Usually used at the end of the animations to improve responsivess

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Early Out Contextual Anim")) class UAnimNotifyState_EarlyOutContextualAnimWindow : public [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState)


code: static float GetIKAlphaValue ( const [FName](API\Runtime\Core\UObject\FName) & GoalName, const struct [FAnimMontageInstance](API\Runtime\Engine\Animation\FAnimMontageInstance) * MontageInstance )


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


description: AnimNotifyState used to define areas in an animation where IK should be enable

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="IK Window")) class UAnimNotifyState_IKWindow : public [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState)

BlendIn

type: FAlphaBlend


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


className: UContextualAnimActorInterface

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


description: Attempts to start an scene instance with the supplied actors using the first valid set based on selection criteria

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Manager", Meta=(DisplayName="Try Start Scene")) [UContextualAnimSceneInstance](API\Plugins\ContextualAnimation\UContextualAnimSceneInstance) * BP_TryStartScene ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * SceneAsset, const [FContextualAnimStartSceneParams](API\Plugins\ContextualAnimation\FContextualAnimStartSceneParams) & Params )


description: Starts an scene instance with the supplied actors for each role ignoring selection criteria

code: [UContextualAnimSceneInstance](API\Plugins\ContextualAnimation\UContextualAnimSceneInstance) * ForceStartScene ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset, const [FContextualAnimStartSceneParams](API\Plugins\ContextualAnimation\FContextualAnimStartSceneParams) & Params )


code: static [UContextualAnimManager](API\Plugins\ContextualAnimation\UContextualAnimManager) * Get ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Manager", Meta=(WorldContext="WorldContextObject")) static [UContextualAnimManager](API\Plugins\ContextualAnimation\UContextualAnimManager) * GetContextualAnimManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


code: const [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UContextualAnimSceneActorComponent](API\Plugins\ContextualAnimation\UContextualAnimSceneActorCompone-) > > & GetSceneActorCompContainer() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Manager") [UContextualAnimSceneInstance](API\Plugins\ContextualAnimation\UContextualAnimSceneInstance) * GetSceneWithActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description: FTickableGameObjectbegin.

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetTickableGameObjectWorld() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Manager") bool IsActorInAnyScene ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnSceneInstanceEnded ( [UContextualAnimSceneInstance](API\Plugins\ContextualAnimation\UContextualAnimSceneInstance) * SceneInstance )


code: void RegisterSceneActorComponent ( [UContextualAnimSceneActorComponent](API\Plugins\ContextualAnimation\UContextualAnimSceneActorCompone-) * SceneActorComp )


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


code: [UContextualAnimSceneInstance](API\Plugins\ContextualAnimation\UContextualAnimSceneInstance) * TryStartScene ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset, const [FContextualAnimStartSceneParams](API\Plugins\ContextualAnimation\FContextualAnimStartSceneParams) & Params )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Manager") bool TryStopSceneWithActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: void UnregisterSceneActorComponent ( [UContextualAnimSceneActorComponent](API\Plugins\ContextualAnimation\UContextualAnimSceneActorCompone-) * SceneActorComp )


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


code: int32 GetNumRoles() const


code: const [FContextualAnimRoleDefinition](API\Plugins\ContextualAnimation\FContextualAnimRoleDefinition) * FindRoleDefinitionByName ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


className: UContextualAnimManager

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UContextualAnimManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)

SceneActorCompContainer

type: TSet<TObjectPt...

description: Container for all SceneActorComps in the world


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


code: void AddOrUpdateWarpTargets ( int32 SectionIdx, int32 AnimSetIdx, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


className: UContextualAnimRolesAsset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UContextualAnimRolesAsset : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)


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


code: virtual void AddIKGoals_Implementation ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FIKRigGoal](API\Plugins\IKRig\Rig\FIKRigGoal) > & OutGoals )


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


code: void EarlyOutContextualAnimScene()


className: FCharacterProperties

code: struct FCharacterProperties


code: const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & GetBindings() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Actor Component") const [FContextualAnimIKTarget](API\Plugins\ContextualAnimation\FContextualAnimIKTarget) & GetIKTargetByGoalName ( [FName](API\Runtime\Core\UObject\FName) GoalName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Actor Component") const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimIKTarget](API\Plugins\ContextualAnimation\FContextualAnimIKTarget) > & GetIKTargets() const


description: Returns properties that are replicated for the lifetime of the actor channel

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


code: bool HandleLateJoin ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) Role, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


code: void HandleTransitionSelf ( int32 NewSectionIdx, int32 NewAnimSetIdx, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


code: void HandleTransitionEveryone ( int32 NewSectionIdx, int32 NewAnimSetIdx, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


description: : These two functions are going to replace OnJoinedScene and OnLeftScene main different is that these new functions are taking care of animation playback too

code: void JoinScene ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & InBindings, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Actor Component") bool LateJoinContextualAnimScene ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) Role )


code: bool LateJoinContextualAnimScene ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) Role, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


code: void LateJoinScene ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & InBindings, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


code: bool IsOwnerLocallyControlled() const


description: Called when the actor owner of this component joins an scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Actor Component") void OnJoinedScene ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & InBindings )


description: Called from the scene instance when the actor owner of this component leave an scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Actor Component") void OnLeftScene()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnMontageBlendingOut ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, bool bInterrupted )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnPlayMontageNotifyBegin ( [FName](API\Runtime\Core\UObject\FName) NotifyName, const [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Event called right before owner's mesh ticks the pose when we are in a scene instance and IK Targets are required. Used to update IK Targets before animation need them

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnTickPose ( class [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * SkinnedMeshComponent, float DeltaTime, bool bNeedsValidRootMotion )


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


code: void RestoreMovementState ( bool bRequireFlyingMode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerEarlyOutContextualAnimScene()


code: void PlayAnimation_Internal ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float StartTime, bool bSyncPlaybackTime )


code: void SetIgnoreCollisionWithOtherActors ( bool bValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerStartContextualAnimScene ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & InBindings )


code: void SetMovementState ( bool bRequireFlyingMode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Actor Component") bool StartContextualAnimScene ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & InBindings )


code: bool StartContextualAnimScene ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & InBindings, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


code: bool TransitionContextualAnimScene ( [FName](API\Runtime\Core\UObject\FName) SectionName, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Actor Component") bool TransitionContextualAnimScene ( [FName](API\Runtime\Core\UObject\FName) SectionName )


code: bool TransitionContextualAnimScene ( [FName](API\Runtime\Core\UObject\FName) SectionName, int32 AnimSetIdx, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Actor Component") bool TransitionSingleActor ( int32 SectionIdx, int32 AnimSetIdx )


code: bool TransitionSingleActor ( int32 SectionIdx, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


code: bool TransitionSingleActor ( int32 SectionIdx, int32 AnimSetIdx, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpTarget](API\Plugins\ContextualAnimation\FContextualAnimWarpTarget) > & ExternalWarpTargets )


code: void UpdateIKTargets()


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Asset", Meta=(DisplayName="Find Animation For Role")) [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * BP_FindAnimationForRole ( int32 SectionIdx, int32 AnimSetIdx, [FName](API\Runtime\Core\UObject\FName) Role ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Asset", Meta=(DisplayName="Find AnimSet Index By Animation")) int32 BP_FindAnimSetIndexByAnimation ( int32 SectionIdx, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Asset", Meta=(DisplayName="Get IK Target Transform For Role At Time")) FTransform BP_GetIKTargetTransformForRoleAtTime ( int32 SectionIdx, int32 AnimSetIdx, [FName](API\Runtime\Core\UObject\FName) Role, [FName](API\Runtime\Core\UObject\FName) TrackName, float Time ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Asset", Meta=(DisplayName="Get Alignment Transform For Role Relative To WarpPoint")) FTransform BP_GetAlignmentTransformForRoleRelativeToWarpPoint ( int32 SectionIdx, int32 AnimSetIdx, [FName](API\Runtime\Core\UObject\FName) Role, float Time ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Asset", Meta=(DisplayName="Get Start and End Time For Warp Section")) void BP_GetStartAndEndTimeForWarpSection ( int32 SectionIdx, int32 AnimSetIdx, [FName](API\Runtime\Core\UObject\FName) Role, [FName](API\Runtime\Core\UObject\FName) WarpSectionName, float & OutStartTime, float & OutEndTime ) const


className: FForEachAnimTrackFunction


code: const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) * FindAnimTrackByAnimation ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation ) const


code: const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) * FindAnimTrackForRoleWithClosestEntryLocation ( int32 SectionIdx, const [FName](API\Runtime\Core\UObject\FName) & Role, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Primary, const FVector & TestLocation ) const


code: float FindBestAnimStartTime ( const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) & AnimTrack, const FVector & LocalLocation ) const


code: void ForEachAnimTrack ( [FForEachAnimTrackFunction](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset\FForEachAnimTrac-) Function ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Asset") void GetAlignmentPointsForSecondaryRole ( [EContextualAnimPointType](API\Plugins\ContextualAnimation\EContextualAnimPointType) Type, int32 SectionIdx, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Primary, [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimPoint](API\Plugins\ContextualAnimation\FContextualAnimPoint) > & OutResult ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Asset") void GetAlignmentPointsForSecondaryRoleConsideringSelectionCriteria ( [EContextualAnimPointType](API\Plugins\ContextualAnimation\EContextualAnimPointType) Type, int32 SectionIdx, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Primary, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Querier, [EContextualAnimCriterionToConsider](API\Plugins\ContextualAnimation\EContextualAnimCriterionToConsid-) CriterionToConsider, [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimPoint](API\Plugins\ContextualAnimation\FContextualAnimPoint) > & OutResult ) const


className: UContextualAnimSceneActorComponent

Bindings

description: Bindings for the interaction we are currently playing.

CharacterPropertiesBackup

type: FCharacterPrope...

IKTargets

description: List of IKTarget for this frame

OnJoinedSceneDelegate

description: Event that happens when the actor owner of this component joins an scene

OnLeftSceneDelegate

description: Event that happens when the actor owner of this component leave an scene

RepBindings

description: Replicated copy of the bindings so we can start the action on simulated proxies This gets replicated only from the initiator of the action and then set on all the other members of the interaction

SceneAsset

type: TObjectPtr< cla...


code: FTransform GetAlignmentTransformForRoleRelativeToOtherRole ( int32 SectionIdx, int32 AnimSetIdx, [FName](API\Runtime\Core\UObject\FName) Role, [FName](API\Runtime\Core\UObject\FName) OtherRole, float Time ) const


code: FTransform GetAlignmentTransform ( const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) & AnimTrack, int32 WarpPointIdx, float Time ) const


code: FTransform GetAlignmentTransform ( const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) & AnimTrack, const [FName](API\Runtime\Core\UObject\FName) & WarpPointName, float Time ) const


code: FTransform GetAlignmentTransform ( int32 SectionIdx, int32 AnimSetIdx, int32 AnimTrackIdx, int32 WarpPointIdx, float Time ) const


code: FTransform GetAlignmentTransform ( int32 SectionIdx, int32 AnimSetIdx, int32 AnimTrackIdx, const [FName](API\Runtime\Core\UObject\FName) & WarpPointName, float Time ) const


code: const [FContextualAnimSet](API\Plugins\ContextualAnimation\FContextualAnimSet) * GetAnimSet ( int32 SectionIdx, int32 AnimSetIdx ) const


code: const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) * GetAnimTrack ( int32 SectionIdx, int32 AnimSetIdx, const [FName](API\Runtime\Core\UObject\FName) & Role ) const


code: const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) * GetAnimTrack ( int32 SectionIdx, int32 AnimSetIdx, int32 AnimTrackIdx ) const


code: const [FContextualAnimIKTargetDefContainer](API\Plugins\ContextualAnimation\FContextualAnimIKTargetDefContai-) & GetIKTargetDefsForRoleInSection ( int32 SectionIdx, const [FName](API\Runtime\Core\UObject\FName) & Role ) const


code: FTransform GetIKTargetTransform ( int32 SectionIdx, int32 AnimSetIdx, int32 AnimTrackIdx, const [FName](API\Runtime\Core\UObject\FName) & TrackName, float Time ) const


code: const FTransform & GetMeshToComponentForRole ( const [FName](API\Runtime\Core\UObject\FName) & Role ) const


code: int32 GetNumMandatoryRoles ( int32 SectionIdx, int32 AnimSetIdx ) const


code: int32 GetNumAnimSetsInSection ( int32 SectionIdx ) const


code: int32 GetNumRoles() const


code: int32 GetNumSections() const


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


code: float GetRadius() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetRoles() const


code: const [UContextualAnimRolesAsset](API\Plugins\ContextualAnimation\UContextualAnimRolesAsset) * GetRolesAsset() const


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UContextualAnimSceneInstance](API\Plugins\ContextualAnimation\UContextualAnimSceneInstance) > & GetSceneInstanceClass() const


code: int32 GetSampleRate() const


code: const [FContextualAnimSceneSection](API\Plugins\ContextualAnimation\FContextualAnimSceneSection) * GetSection ( int32 SectionIdx ) const


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


code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetSectionNames() const


code: const [FContextualAnimSceneSection](API\Plugins\ContextualAnimation\FContextualAnimSceneSection) * GetSection ( const [FName](API\Runtime\Core\UObject\FName) & SectionName ) const


code: bool HasValidData() const


code: void PrecomputeData()


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

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Asset") bool Query ( [FName](API\Runtime\Core\UObject\FName) Role, [FContextualAnimQueryResult](API\Plugins\ContextualAnimation\FContextualAnimQueryResult) & OutResult, const [FContextualAnimQueryParams](API\Plugins\ContextualAnimation\FContextualAnimQueryParams) & QueryParams, const FTransform & ToWorldTransform ) const


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


className: UContextualAnimSceneAsset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UContextualAnimSceneAsset : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

bPrecomputeAlignmentTracks

description: Whether we should extract and cache alignment tracks off line.

PrimaryRole

type: FName

Radius

type: float

RolesAsset

type: TObjectPtr<UCo...

SampleRate

description: Sample rate (frames per second) used when sampling the animations to generate alignment and IK tracks

SceneInstanceClass

type: TSubclassOf<UC...


code: const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) * FindBindingByActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description:
The method assumes that selection criteria were applied through bindings creation before calling.
True if scene was able to transition all bindings to the new section, false otherwise.

code: bool ForceTransitionToSection ( const int32 SectionIdx, const int32 AnimSetIdx, const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpPoint](API\Plugins\ContextualAnimation\FContextualAnimWarpPoint) > & InWarpPoints )


code: const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) * FindBindingByRole ( const [FName](API\Runtime\Core\UObject\FName) & Role ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Instance") [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorByRole ( [FName](API\Runtime\Core\UObject\FName) Role ) const


code: const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & GetBindings() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpPoint](API\Plugins\ContextualAnimation\FContextualAnimWarpPoint) > & GetMutableWarpPoints()


code: const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & GetSceneAsset() const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Whether the supplied actor is part of this scene

code: bool IsActorInThisScene ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description:
Tells the scene actor to join the scene (play animation)
Duration of the playing animation, or MIN_flt if not playing one.

code: float Join ( [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding )


code: bool IsDonePlaying() const


description: Tells the scene actor to leave the scene (stop animation)

code: void Leave ( [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnMontageBlendingOut ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, bool bInterrupted )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnNotifyBeginReceived ( [FName](API\Runtime\Core\UObject\FName) NotifyName, const [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnNotifyEndReceived ( [FName](API\Runtime\Core\UObject\FName) NotifyName, const [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )


description: Helper function to set ignore collision between the supplied actor and all the other actors in this scene

code: void SetIgnoreCollisionWithOtherActors ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bValue ) const


code: void SetWarpPoints ( const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpPoint](API\Plugins\ContextualAnimation\FContextualAnimWarpPoint) > & InWarpPoints )


code: void Tick ( float DeltaTime )


description: Force all the actors to leave the scene

code: void Stop()


description: Resolve initial alignment and start playing animation for all actors

code: void Start()


code: float TransitionTo ( [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding, const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) & AnimTrack )


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


className: UContextualAnimSceneInstance

description: Instance of a contextual animation scene

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable) class UContextualAnimSceneInstance : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnActorJoined

type: FOnContextualAn...

description: Delegate to notify external objects when an actor join

OnActorLeft

description: Delegate to notify external objects when an actor leave

OnNotifyBegin

description: Delegate to notify external objects when an animation hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' begin

OnNotifyEnd

description: Delegate to notify external objects when an animation hits a 'PlayMontageNotify' or 'PlayMontageNotifyWindow' end

OnSceneEnded

description: Delegate to notify external objects when this is scene is completed after all montages played by the scene section blended out.

OnSectionEndTimeReached

description: Delegate to notify once the scene play time reaches the duration defined by the longest played montage of the selected section.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Default") const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * GetSceneAsset() const


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Default", Meta=(DisplayName="Does Querier Pass Condition")) bool BP_DoesQuerierPassCondition ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Primary, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Querier ) const


code: virtual bool DoesQuerierPassCondition ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Primary, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Querier ) const


className: UContextualAnimSelectionCriterion

description: UContextualAnimSelectionCriterion.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, EditInlineNew) class UContextualAnimSelectionCriterion : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Type

type: EContextualAnim...


code: [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * GetSceneAssetOwner() const


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


description: UContextualAnimSelectionCriterion_Blueprint.


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


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


description: UContextualAnimSelectionCriterion_TriggerArea.

PolygonPoints

type: TArray< FVector...


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Defaults") bool CanEnterTransition ( const [UContextualAnimSceneInstance](API\Plugins\ContextualAnimation\UContextualAnimSceneInstance) * SceneInstance, const [FName](API\Runtime\Core\UObject\FName) & FromSection, const [FName](API\Runtime\Core\UObject\FName) & ToSection ) const


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


className: UContextualAnimTransition

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Const, Abstract, BlueprintType, Blueprintable, EditInlineNew) class UContextualAnimTransition : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Asset", Meta=(DisplayName="Create Contextual Anim Scene Bindings For Two Actors")) static bool BP_CreateContextualAnimSceneBindingsForTwoActors ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * SceneAsset, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Primary, const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & Secondary, [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & OutBindings )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Asset", Meta=(DisplayName="Create Contextual Anim Scene Bindings")) static bool BP_CreateContextualAnimSceneBindings ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * SceneAsset, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) > & Params, [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & OutBindings )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Utilities", Meta=(WorldContext="WorldContextObject", DisplayName="Draw Debug Pose")) static void BP_DrawDebugPose ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float Time, FTransform LocalToWorldTransform, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float LifeTime, float Thickness )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Utilities", Meta=(DisplayName="GetSectionStartAndEndTime")) static void BP_Montage_GetSectionStartAndEndTime ( const [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, int32 SectionIndex, float & OutStartTime, float & OutEndTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Utilities", Meta=(DisplayName="GetSectionLength")) static float BP_Montage_GetSectionLength ( const [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, int32 SectionIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Utilities", Meta=(DisplayName="GetSectionTimeLeftFromPos")) static float BP_Montage_GetSectionTimeLeftFromPos ( const [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, float Position )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding Context", Meta=(NativeMakeFunc, DisplayName="Make Contextual Anim Scene Binding Context")) static [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) BP_SceneBindingContext_MakeFromActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding Context", Meta=(DisplayName="Make Contextual Anim Scene Binding Context With External Transform")) static [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) BP_SceneBindingContext_MakeFromActorWithExternalTransform ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, FTransform ExternalTransform )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding Context", Meta=(DisplayName="Get Actor")) static [AActor](API\Runtime\Engine\GameFramework\AActor) * BP_SceneBindingContext_GetActor ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & BindingContext )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding Context", Meta=(DisplayName="Get Transform")) static FTransform BP_SceneBindingContext_GetTransform ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & BindingContext )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding Context", Meta=(DisplayName="Get Velocity")) static FVector BP_SceneBindingContext_GetVelocity ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & BindingContext )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding Context", Meta=(DisplayName="Get GameplayTags")) static const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & BP_SceneBindingContext_GetGameplayTags ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & BindingContext )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding Context", Meta=(DisplayName="Has Matching GameplayTag")) static bool BP_SceneBindingContext_HasMatchingGameplayTag ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & BindingContext, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToCheck )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding Context", Meta=(DisplayName="Has All Matching GameplayTags")) static bool BP_SceneBindingContext_HasAllMatchingGameplayTags ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & BindingContext, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding Context", Meta=(DisplayName="Has Any Matching GameplayTags")) static bool BP_SceneBindingContext_HasAnyMatchingGameplayTags ( const [FContextualAnimSceneBindingContext](API\Plugins\ContextualAnimation\FContextualAnimSceneBindingConte-) & BindingContext, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Calculate Warp Points For Bindings")) static void BP_SceneBindings_CalculateWarpPoints ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings, [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimWarpPoint](API\Plugins\ContextualAnimation\FContextualAnimWarpPoint) > & OutWarpPoints )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Add Or Update Warp Targets For Bindings")) static void BP_SceneBindings_AddOrUpdateWarpTargetsForBindings ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Get Bindings")) static const [TArray](API\Runtime\Core\Containers\TArray)< [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) > & BP_SceneBindings_GetBindings ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Get Binding By Role")) static const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & BP_SceneBindings_GetBindingByRole ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings, [FName](API\Runtime\Core\UObject\FName) Role )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Get Binding By Actor")) static const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & BP_SceneBindings_GetBindingByActor ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings, const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Get Scene Asset")) static const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * BP_SceneBindings_GetSceneAsset ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Get Section And AnimSet Indices")) static void BP_SceneBindings_GetSectionAndAnimSetIndices ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings, int32 & SectionIdx, int32 & AnimSetIdx )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Get Alignment Transform For Role Relative To Other Role")) static FTransform BP_SceneBindings_GetAlignmentTransformForRoleRelativeToOtherRole ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings, [FName](API\Runtime\Core\UObject\FName) Role, [FName](API\Runtime\Core\UObject\FName) RelativeToRole, float Time )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Get Alignment Transform For Role Relative To Warp Point")) static FTransform BP_SceneBindings_GetAlignmentTransformForRoleRelativeToWarpPoint ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings, [FName](API\Runtime\Core\UObject\FName) Role, const [FContextualAnimWarpPoint](API\Plugins\ContextualAnimation\FContextualAnimWarpPoint) & WarpPoint, float Time )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Get Alignment Transform From Binding")) static FTransform BP_SceneBindings_GetAlignmentTransformFromBinding ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings, const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding, const [FContextualAnimWarpPoint](API\Plugins\ContextualAnimation\FContextualAnimWarpPoint) & WarpPoint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Get Animation From Binding")) static const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * BP_SceneBinding_GetAnimationFromBinding ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings, const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Bindings", Meta=(DisplayName="Get Role From Binding")) static [FName](API\Runtime\Core\UObject\FName) BP_SceneBinding_GetRoleFromBinding ( const [FContextualAnimSceneBindings](API\Plugins\ContextualAnimation\FContextualAnimSceneBindings) & Bindings, const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding", Meta=(DisplayName="Get Actor")) static [AActor](API\Runtime\Engine\GameFramework\AActor) * BP_SceneBinding_GetActor ( const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Contextual Anim|Scene Binding", Meta=(DisplayName="Get Skeletal Mesh")) static [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * BP_SceneBinding_GetSkeletalMesh ( const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding )


code: static void DrawDebugAnimSet ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & SceneAsset, const [FContextualAnimSet](API\Plugins\ContextualAnimation\FContextualAnimSet) & AnimSet, float Time, const FTransform & ToWorldTransform, const [FColor](API\Runtime\Core\Math\FColor) & Color, float LifeTime, float Thickness )


code: static void DrawPose ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float Time, FTransform LocalToWorldTransform, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float Thickness )


code: static void DrawPose ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float Time, FTransform LocalToWorldTransform, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float LifeTime, float Thickness )


code: static void DrawPose ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float Time, FTransform LocalToWorldTransform, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float LifeTime, float Thickness, [FDrawLineFunction](API\Plugins\ContextualAnimation\UContextualAnimUtilities\FDrawLineFunction) DrawFunction )


code: static void DrawSector ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) & PDI, const FVector & Origin, const FVector & Direction, float MinDistance, float MaxDistance, float MinAngle, float MaxAngle, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, uint8 DepthPriority, float Thickness, bool bDashedLine )


description: Helper function to extract component space pose from an animation at a given time If the supplied animation is a montage it will extract the pose from the first track IMPORTANT: This function expects you to add a MemMark (FMemMarkMark(FMemStack::Get());) at the correct scope if you are using it from outside world's tick

code: static void ExtractComponentSpacePose ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer, float Time, bool bExtractRootMotion, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & OutPose )


description: Helper function to extract local space pose from an animation at a given time. If the supplied animation is a montage it will extract the pose from the first track IMPORTANT: This function expects you to add a MemMark (FMemMarkMark(FMemStack::Get());) at the correct scope if you are using it from outside world's tick

code: static void ExtractLocalSpacePose ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer, float Time, bool bExtractRootMotion, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose )


description: Extract Root Motion transform from a contiguous position range

code: static FTransform ExtractRootMotionFromAnimation ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float StartTime, float EndTime )


description: Extract root bone transform at a given time

code: static FTransform ExtractRootTransformFromAnimation ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float Time )


className: FDrawLineFunction

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FVector &LineStart, const FVector &LineEnd, const [FColor](API\Runtime\Core\Math\FColor) &Color, float LifeTime, float Thickness)> FDrawLineFunction


code: static const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * FindFirstWarpingWindowForWarpTarget ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, [FName](API\Runtime\Core\UObject\FName) WarpTargetName )


code: static [FAnimMontageInstance](API\Runtime\Engine\Animation\FAnimMontageInstance) * TryGetActiveAnimMontageInstance ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: static [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * TryGetAnimInstance ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: static [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * TryGetSkeletalMeshComponent ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: static [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * TryGetMeshComponentWithSocket ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) SocketName )


className: UContextualAnimUtilities

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UContextualAnimUtilities : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: namespace UE { namespace ContextualAnim { enum EForEachResult { Break, Continue, } } }


description: Called when details should be customized

module: ContextualAnimationEditor

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


description: Detail Customization for ContextualAnimMovieSceneNotifySection

code: class FContextualAnimNotifySectionDetailCustom : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)

Section

type: TWeakObjectPtr<...


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FContextualAnimViewModel](API\Plugins\ContextualAnimationEditor\FContextualAnimViewModel) > ViewModelRef )


code: FContextualAnimSceneAssetDetailCustom ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FContextualAnimViewModel](API\Plugins\ContextualAnimationEditor\FContextualAnimViewModel) > ViewModelRef )


className: FContextualAnimSceneAssetDetailCustom

code: class FContextualAnimSceneAssetDetailCustom : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)

ViewModelPtr

type: TWeakPtr<FCont...


className: EMultiOptionDrawMode

code: enum EMultiOptionDrawMode { None, Single, All, }


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


code: FContextualAnimAssetEditorCommands()


className: FContextualAnimAssetEditorCommands

code: class FContextualAnimAssetEditorCommands : public [TCommands< FContextualAnimAssetEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

NewAnimSet

type: TSharedPtr<FUI...


description: Returns the localized name of this toolkit type (typically just "editor")

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseToolkitName() const


code: [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * GetSceneAsset() const


description: Returns the invariant name of this toolkit type

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


description: Returns the localized name of this toolkit

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolkitName() const


code: [FContextualAnimViewModel](API\Plugins\ContextualAnimationEditor\FContextualAnimViewModel) * GetViewModel() const


description: Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWorldCentricTabColorScale() const


description: Returns the localize prefix string to use for tab labels in world-centric mode.

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


code: void InitAssetEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * SceneAsset )


code: bool IsSimulateModeActive() const


description: IToolkitinterface

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


code: void ResetPreviewScene()


code: void ToggleSimulateMode()


description: Unregister tabs that this toolkit can spawn

code: virtual void UnregisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


code: FContextualAnimAssetEditorToolkit()


className: FContextualAnimAssetEditorToolkit

code: class FContextualAnimAssetEditorToolkit : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


description: The Slate style set for the Shooter game

code: static const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) & Get()


className: FContextualAnimationEditorModule

code: class FContextualAnimationEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: static void Initialize()


description: Reloads textures used by slate renderer

code: static void ReloadTextures()


code: static void Shutdown()


className: StyleInstance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > StyleInstance = NULL;


className: FContextualAnimEditorStyle

code: class FContextualAnimEditorStyle


code: virtual bool AllowWidgetMove()


description: Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*.

code: virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: void DrawIKTargetsForBinding ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) & PDI, const struct [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding ) const


className: EdModeId

code: static const FEditorModeID EdModeId = TEXT("ContextualAnimEdMode");


code: virtual bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


code: virtual bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: virtual bool GetCustomInputCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: bool GetHitResultUnderCursor ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHitResult, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click ) const


code: virtual FVector GetWidgetLocation() const


code: virtual bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


code: virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


code: virtual bool ShouldDrawWidget() const