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UAnimationStateMachineLibrary::GetState
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h
Returns the name of the current state of this state machine
AnimGraphRuntime
static [FName](API\Runtime\Core\UObject\FName) GetState ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateMachineReference](API\Runtime\AnimGraphRuntime\FAnimationStateMachineReference) & Node )
[]
UAnimationStateMachineLibrary::IsStateBlendingOut
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h
Returns whether the state the node belongs to is blending out
AnimGraphRuntime
static bool IsStateBlendingOut ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & Node )
[]
UAnimationStateMachineLibrary::SetState
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h
Manually set the current state of the state machine NOTE: Custom blend type is not supported
AnimGraphRuntime
static void SetState ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateMachineReference](API\Runtime\AnimGraphRuntime\FAnimationStateMachineReference) & Node, [FName](API\Runtime\Core\UObject\FName) TargetState, float Duration, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ETransitionLogicType::Type](API\Runtime\Engine\Animation\ETransitionLogicType__Type) > BlendType, [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * BlendProfile, EAlphaBlendOption AlphaBlendOption, [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * CustomBlendCurve )
[]
UAnimationStateMachineLibrary
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h
Exposes operations to be performed on anim state machine node contexts.
AnimGraphRuntime
class UAnimationStateMachineLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UAnimExecutionContextLibrary::ConvertToInitializationContext
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Convert to an initialization context
AnimGraphRuntime
static [FAnimInitializationContext](API\Runtime\Engine\Animation\FAnimInitializationContext) ConvertToInitializationContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )
[]
UAnimExecutionContextLibrary::ConvertToComponentSpacePoseContext
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Convert to a component space pose context
AnimGraphRuntime
static [FAnimComponentSpacePoseContext](API\Runtime\Engine\Animation\FAnimComponentSpacePoseContext) ConvertToComponentSpacePoseContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )
[]
UAnimExecutionContextLibrary::ConvertToPoseContext
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Convert to a pose context
AnimGraphRuntime
static [FAnimPoseContext](API\Runtime\Engine\Animation\FAnimPoseContext) ConvertToPoseContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )
[]
UAnimExecutionContextLibrary::GetAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Get the anim instance that hosts this context
AnimGraphRuntime
static [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetAnimInstance ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context )
[]
UAnimExecutionContextLibrary::GetAnimNodeReference
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Internal compiler use only - Get a reference to an anim node by index
AnimGraphRuntime
static [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) GetAnimNodeReference ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * Instance, int32 Index )
[]
UAnimExecutionContextLibrary::GetCurrentWeight
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Get the current weight of this branch of the graph
AnimGraphRuntime
static float GetCurrentWeight ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & Context )
[]
UAnimExecutionContextLibrary::GetDeltaTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Get the current delta time in seconds
AnimGraphRuntime
static float GetDeltaTime ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & Context )
[]
UAnimExecutionContextLibrary::Prototype_ThreadSafeAnimNodeCall
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Prototype function for thread-safe anim node calls
AnimGraphRuntime
void Prototype_ThreadSafeAnimNodeCall ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node )
[]
UAnimExecutionContextLibrary::Prototype_ThreadSafeAnimUpdateCall
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Prototype function for thread-safe anim update calls
AnimGraphRuntime
void Prototype_ThreadSafeAnimUpdateCall ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & Context, const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node )
[]
UAnimExecutionContextLibrary
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Exposes operations to be performed on anim node contexts.
AnimGraphRuntime
class UAnimExecutionContextLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UAnimExecutionContextLibrary::ConvertToUpdateContext
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h
Convert to an update context
AnimGraphRuntime
static [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) ConvertToUpdateContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )
[]
UAnimSequencerInstance::ConstructNodes
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
Construct all nodes in this instance
AnimGraphRuntime
virtual void ConstructNodes()
[]
UAnimSequencerInstance::DoesSupportDifferentSourceAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
AnimGraphRuntime
virtual bool DoesSupportDifferentSourceAnimInstance() const
[]
UAnimSequencerInstance::GetSourceAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
Source Animation Getter for the support of the Sequencer Animation Track interface
AnimGraphRuntime
virtual [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetSourceAnimInstance()
[]
UAnimSequencerInstance::ResetNodes
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
Reset all nodes in this instance
AnimGraphRuntime
virtual void ResetNodes()
[]
UAnimSequencerInstance::ResetPose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
Reset the pose for this instance
AnimGraphRuntime
virtual void ResetPose()
[]
UAnimSequencerInstance::SavePose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
Saved the named pose to restore after
AnimGraphRuntime
virtual void SavePose()
[]
SequencerPoseName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
AnimGraphRuntime
static const [FName](API\Runtime\Core\UObject\FName) SequencerPoseName;
[]
UAnimSequencerInstance::SetSourceAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
AnimGraphRuntime
virtual void SetSourceAnimInstance ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * SourceAnimInstance )
[]
UAnimSequencerInstance::UpdateAnimTrack
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
Update an animation sequence player in this instance
AnimGraphRuntime
virtual void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies )
[]
UAnimSequencerInstance::UpdateAnimTrack
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
Update an animation sequence player in this instance
AnimGraphRuntime
virtual void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies )
[]
UAnimSequencerInstance::UpdateAnimTrackWithRootMotion
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
AnimGraphRuntime
void UpdateAnimTrackWithRootMotion ( const [FAnimSequencerData](API\Runtime\AnimGraphRuntime\FAnimSequencerData) & InAnimSequencerData )
[]
UAnimSequencerInstance::CreateAnimInstanceProxy
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
Override point for derived classes to create their own proxy objects (allows custom allocation)
AnimGraphRuntime
virtual [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * CreateAnimInstanceProxy()
[]
UAnimSequencerInstance::UpdateAnimTrackWithRootMotion
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
Update with Root Motion
AnimGraphRuntime
void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )
[]
UAnimSequencerInstance::UAnimSequencerInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
AnimGraphRuntime
UAnimSequencerInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimSequencerInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h
AnimGraphRuntime
class UAnimSequencerInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance), public [ISequencerAnimationSupport](API\Runtime\AnimGraphRuntime\ISequencerAnimationSupport)
[]
UBlendListBaseLibrary::ConvertToBlendListBase
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendListBaseLibrary.h
Get a blend list base context from an anim node context.
AnimGraphRuntime
static [FBlendListBaseReference](API\Runtime\AnimGraphRuntime\FBlendListBaseReference) ConvertToBlendListBase ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )
[]
UBlendListBaseLibrary::ResetNode
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendListBaseLibrary.h
Reset target blend list node to that the next blend is executed from a blank state
AnimGraphRuntime
static void ResetNode ( const [FBlendListBaseReference](API\Runtime\AnimGraphRuntime\FBlendListBaseReference) & BlendListBase )
[]
UBlendListBaseLibrary
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendListBaseLibrary.h
Exposes operations to be performed on anim state machine node contexts.
AnimGraphRuntime
class UBlendListBaseLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UBlendSpaceLibrary::ConvertToBlendSpace
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h
Get a blend space context from an anim node context.
AnimGraphRuntime
static [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) ConvertToBlendSpace ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )
[]
UBlendSpaceLibrary::ConvertToBlendSpacePure
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h
Get a blend space context from an anim node context (pure).
AnimGraphRuntime
static void ConvertToBlendSpacePure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace, bool & Result )
[]
UBlendSpaceLibrary::GetFilteredPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h
Get the current sample coordinates after going through the filtering.
AnimGraphRuntime
static FVector GetFilteredPosition ( const [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace )
[]
UBlendSpaceLibrary::GetPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h
Get the current position of the blend space.
AnimGraphRuntime
static FVector GetPosition ( const [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace )
[]
UBlendSpaceLibrary::SnapToPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h
Forces the Position to the specified value
AnimGraphRuntime
static void SnapToPosition ( const [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace, FVector NewPosition )
[]
UBlendSpaceLibrary
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h
Exposes operations to be performed on a blend space anim node.
AnimGraphRuntime
class UBlendSpaceLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UBlendSpacePlayerLibrary::ConvertToBlendSpacePlayerPure
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Get a blend space player context from an anim node context (pure).
AnimGraphRuntime
static void ConvertToBlendSpacePlayerPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, bool & Result )
[]
UBlendSpacePlayerLibrary::ConvertToBlendSpacePlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Get a blend space player context from an anim node context.
AnimGraphRuntime
static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) ConvertToBlendSpacePlayer ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )
[]
UBlendSpacePlayerLibrary::GetLoop
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Get the current loop of the blend space player.
AnimGraphRuntime
static bool GetLoop ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )
[]
UBlendSpacePlayerLibrary::GetBlendSpace
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Get the current BlendSpace of the blend space player.
AnimGraphRuntime
static [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * GetBlendSpace ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )
[]
UBlendSpacePlayerLibrary::GetPlayRate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Get the current play rate of the blend space player.
AnimGraphRuntime
static float GetPlayRate ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )
[]
UBlendSpacePlayerLibrary::GetPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Get the current position of the blend space player.
AnimGraphRuntime
static FVector GetPosition ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )
[]
UBlendSpacePlayerLibrary::GetStartPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Get the current start position of the blend space player.
AnimGraphRuntime
static float GetStartPosition ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )
[]
UBlendSpacePlayerLibrary::SetBlendSpace
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Set the current BlendSpace of the blend space player.
AnimGraphRuntime
static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetBlendSpace ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace )
[]
UBlendSpacePlayerLibrary::SetBlendSpaceWithInertialBlending
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Set the current BlendSpace of the blend space player with an interial blend time.
AnimGraphRuntime
static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetBlendSpaceWithInertialBlending ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace, float BlendTime )
[]
UBlendSpacePlayerLibrary::SetLoop
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Set the loop of the blend space player.
AnimGraphRuntime
static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetLoop ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, bool bLoop )
[]
UBlendSpacePlayerLibrary::SetPlayRate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Set the play rate of the blend space player.
AnimGraphRuntime
static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetPlayRate ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, float PlayRate )
[]
UBlendSpacePlayerLibrary::SetResetPlayTimeWhenBlendSpaceChanges
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Set whether the current play time should reset when BlendSpace changes of the blend space player.
AnimGraphRuntime
static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetResetPlayTimeWhenBlendSpaceChanges ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, bool bReset )
[]
UBlendSpacePlayerLibrary::ShouldResetPlayTimeWhenBlendSpaceChanges
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Get the current value of whether the current play time should reset when BlendSpace changes of the blend space player.
AnimGraphRuntime
static bool ShouldResetPlayTimeWhenBlendSpaceChanges ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )
[]
UBlendSpacePlayerLibrary::SnapToPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Forces the Position to the specified value
AnimGraphRuntime
static void SnapToPosition ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, FVector NewPosition )
[]
UBlendSpacePlayerLibrary
/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h
Exposes operations to be performed on a blend space player anim node.
AnimGraphRuntime
class UBlendSpacePlayerLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UKismetAnimationLibrary::CalculateDirection
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
Returns degree of the angle between Velocity and Rotation forward vector The range of return will be from [-180, 180]. Useful for feeding directional blendspaces.
AnimGraphRuntime
static float CalculateDirection ( const FVector & Velocity, const FRotator & BaseRotation )
[]
UKismetAnimationLibrary::K2_CalculateVelocityFromPositionHistory
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
This function calculates the velocity of a position changing over time. You need to hook up a valid PositionHistory variable to this for storage.
AnimGraphRuntime
static float K2_CalculateVelocityFromPositionHistory ( float DeltaSeconds, FVector Position, [FPositionHistory](API\Runtime\AnimGraphRuntime\FPositionHistory) & History, int32 NumberOfSamples, float VelocityMin, float VelocityMax )
[]
UKismetAnimationLibrary::K2_CalculateVelocityFromSockets
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
This function calculates the velocity of an offset position on a bone / socket over time. The bone's / socket's motion can be expressed within a reference frame (another bone / socket). You need to hook up a valid PositionHistory variable to this for storage.
AnimGraphRuntime
static float K2_CalculateVelocityFromSockets ( float DeltaSeconds, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneName, const [FName](API\Runtime\Core\UObject\FName) ReferenceSocketOrBone, ERelativeTransformSpace SocketSpace, FVector OffsetInBoneSpace, [FPositionHistory](API\Runtime\AnimGraphRuntime\FPositionHistory) & History, int32 NumberOfSamples, float VelocityMin, float VelocityMax, EEasingFuncType EasingType, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve )
[]
UKismetAnimationLibrary::K2_DirectionBetweenSockets
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
Computes the direction between two bones / sockets.
AnimGraphRuntime
static FVector K2_DirectionBetweenSockets ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameFrom, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameTo )
[]
UKismetAnimationLibrary::K2_DistanceBetweenTwoSocketsAndMapRange
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
Computes the distance between two bones / sockets and can remap the range.
AnimGraphRuntime
static float K2_DistanceBetweenTwoSocketsAndMapRange ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameA, ERelativeTransformSpace SocketSpaceA, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameB, ERelativeTransformSpace SocketSpaceB, bool bRemapRange, float InRangeMin, float InRangeMax, float OutRangeMin, float OutRangeMax )
[]
UKismetAnimationLibrary::K2_EndProfilingTimer
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
This function ends measuring a profiling bracket and optionally logs the result The time spent in milliseconds
AnimGraphRuntime
static float K2_EndProfilingTimer ( bool bLog, const [FString](API\Runtime\Core\Containers\FString) & LogPrefix )
[]
UKismetAnimationLibrary::K2_LookAt
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
Computes the transform which is "looking" at target position with a local axis.
AnimGraphRuntime
static FTransform K2_LookAt ( const FTransform & CurrentTransform, const FVector & TargetPosition, FVector LookAtVector, bool bUseUpVector, FVector UpVector, float ClampConeInDegree )
[]
UKismetAnimationLibrary::K2_MakePerlinNoiseVectorAndRemap
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
This function creates perlin noise from input X, Y, Z, and then range map to RangeOut, and out put to OutX, OutY, OutZ
AnimGraphRuntime
static FVector K2_MakePerlinNoiseVectorAndRemap ( float X, float Y, float Z, float RangeOutMinX, float RangeOutMaxX, float RangeOutMinY, float RangeOutMaxY, float RangeOutMinZ, float RangeOutMaxZ )
[]
UKismetAnimationLibrary::K2_MakePerlinNoiseAndRemap
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
This function creates perlin noise for a single float and then range map to RangeOut
AnimGraphRuntime
static float K2_MakePerlinNoiseAndRemap ( float Value, float RangeOutMin, float RangeOutMax )
[]
UKismetAnimationLibrary::K2_StartProfilingTimer
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
This function starts measuring the time for a profiling bracket
AnimGraphRuntime
static void K2_StartProfilingTimer()
[]
UKismetAnimationLibrary::K2_TwoBoneIK
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
Computes the transform for two bones using inverse kinematics.
AnimGraphRuntime
static void K2_TwoBoneIK ( const FVector & RootPos, const FVector & JointPos, const FVector & EndPos, const FVector & JointTarget, const FVector & Effector, FVector & OutJointPos, FVector & OutEndPos, bool bAllowStretching, float StartStretchRatio, float MaxStretchScale )
[]
UKismetAnimationLibrary::UKismetAnimationLibrary
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
AnimGraphRuntime
UKismetAnimationLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UKismetAnimationLibrary
/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h
A library of the most common animation blueprint functions.
AnimGraphRuntime
class UKismetAnimationLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
ULayeredBoneBlendLibrary::ConvertToLayeredBlendPerBonePure
/Engine/Source/Runtime/AnimGraphRuntime/Public/LayeredBoneBlendLibrary.h
Get a layered bone blend context from an anim node context (pure).
AnimGraphRuntime
static void ConvertToLayeredBlendPerBonePure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) & LayeredBoneBlend, bool & Result )
[]
ULayeredBoneBlendLibrary::ConvertToLayeredBoneBlend
/Engine/Source/Runtime/AnimGraphRuntime/Public/LayeredBoneBlendLibrary.h
Get a layered bone blend context from an anim node context.
AnimGraphRuntime
static [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) ConvertToLayeredBoneBlend ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )
[]
ULayeredBoneBlendLibrary::GetNumPoses
/Engine/Source/Runtime/AnimGraphRuntime/Public/LayeredBoneBlendLibrary.h
Get the number of poses that a layered bone blend node has (this does not include the base pose)
AnimGraphRuntime
static int32 GetNumPoses ( const [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) & LayeredBoneBlend )
[]
ULayeredBoneBlendLibrary::SetBlendMask
/Engine/Source/Runtime/AnimGraphRuntime/Public/LayeredBoneBlendLibrary.h
Sets the currently-used blend mask for a blended input pose by name.
AnimGraphRuntime
static [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) SetBlendMask ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) & LayeredBoneBlend, int32 PoseIndex, [FName](API\Runtime\Core\UObject\FName) BlendMaskName )
[]
ULayeredBoneBlendLibrary
/Engine/Source/Runtime/AnimGraphRuntime/Public/LayeredBoneBlendLibrary.h
Exposes operations to be performed on a layered bone blend anim node.
AnimGraphRuntime
class ULayeredBoneBlendLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
ULinkedAnimGraphLibrary::ConvertToLinkedAnimGraph
/Engine/Source/Runtime/AnimGraphRuntime/Public/LinkedAnimGraphLibrary.h
Get a linked anim graph reference from an anim node reference
AnimGraphRuntime
static [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) ConvertToLinkedAnimGraph ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )
[]
ULinkedAnimGraphLibrary::ConvertToLinkedAnimGraphPure
/Engine/Source/Runtime/AnimGraphRuntime/Public/LinkedAnimGraphLibrary.h
Get a linked anim graph reference from an anim node reference (pure)
AnimGraphRuntime
static void ConvertToLinkedAnimGraphPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) & LinkedAnimGraph, bool & Result )
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ULinkedAnimGraphLibrary::GetLinkedAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/LinkedAnimGraphLibrary.h
Get the linked instance is hosted by this node. If the node does not host an instance then HasLinkedAnimInstance will return false
AnimGraphRuntime
static [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetLinkedAnimInstance ( const [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) & Node )
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ULinkedAnimGraphLibrary::HasLinkedAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/LinkedAnimGraphLibrary.h
Returns whether the node hosts an instance (e.g. linked anim graph or layer)
AnimGraphRuntime
static bool HasLinkedAnimInstance ( const [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) & Node )
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ULinkedAnimGraphLibrary
/Engine/Source/Runtime/AnimGraphRuntime/Public/LinkedAnimGraphLibrary.h
Exposes operations to be performed on anim node contexts.
AnimGraphRuntime
class ULinkedAnimGraphLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
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UPlayMontageCallbackProxy::BeginDestroy
/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
AnimGraphRuntime
virtual void BeginDestroy()
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UPlayMontageCallbackProxy::CreateProxyObjectForPlayMontage
/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h
Called to perform the query internally.
AnimGraphRuntime
static [UPlayMontageCallbackProxy](API\Runtime\AnimGraphRuntime\UPlayMontageCallbackProxy) * CreateProxyObjectForPlayMontage ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, class [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * MontageToPlay, float PlayRate, float StartingPosition, [FName](API\Runtime\Core\UObject\FName) StartingSection )
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UPlayMontageCallbackProxy::OnMontageBlendingOut
/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h
AnimGraphRuntime
void OnMontageBlendingOut ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, bool bInterrupted )
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UPlayMontageCallbackProxy::OnMontageEnded
/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h
AnimGraphRuntime
void OnMontageEnded ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, bool bInterrupted )
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UPlayMontageCallbackProxy::OnNotifyBeginReceived
/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h
AnimGraphRuntime
void OnNotifyBeginReceived ( [FName](API\Runtime\Core\UObject\FName) NotifyName, const [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )
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UPlayMontageCallbackProxy::OnNotifyEndReceived
/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h
AnimGraphRuntime
void OnNotifyEndReceived ( [FName](API\Runtime\Core\UObject\FName) NotifyName, const [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )
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UPlayMontageCallbackProxy::PlayMontage
/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h
Attempts to play a montage with the specified settings. Returns whether it started or not.
AnimGraphRuntime
bool PlayMontage ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, class [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * MontageToPlay, float PlayRate, float StartingPosition, [FName](API\Runtime\Core\UObject\FName) StartingSection )
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UPlayMontageCallbackProxy::UPlayMontageCallbackProxy
/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h
AnimGraphRuntime
UPlayMontageCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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USequenceEvaluatorLibrary::AdvanceTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h
Advance the current accumulated time of the sequence evaluator
AnimGraphRuntime
static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) AdvanceTime ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, float PlayRate )
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UPlayMontageCallbackProxy
/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h
AnimGraphRuntime
class UPlayMontageCallbackProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FOnMontagePlayD...", "name": "OnBlendOut", "description": "Called when Montage starts blending out and is not interrupted." }, { "type": "FOnMontagePlayD...", "name": "OnCompleted", "description": "Called when Montage finished playing and wasn't interrupted." }, { "type": "FOnMontagePlayD...", "name": "OnInterrupted", "description": "Called when Montage has been interrupted (or failed to play)" }, { "type": "FOnMontagePlayD...", "name": "OnNotifyBegin", "description": "" }, { "type": "FOnMontagePlayD...", "name": "OnNotifyEnd", "description": "" } ]
USequenceEvaluatorLibrary::ConvertToSequenceEvaluator
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h
Get a sequence evaluator context from an anim node context
AnimGraphRuntime
static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) ConvertToSequenceEvaluator ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )
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USequenceEvaluatorLibrary::GetAccumulatedTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h
Gets the current accumulated time of the sequence evaluator
AnimGraphRuntime
static float GetAccumulatedTime ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator )
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USequenceEvaluatorLibrary::ConvertToSequenceEvaluatorPure
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h
Get a sequence evaluator context from an anim node context (pure)
AnimGraphRuntime
static void ConvertToSequenceEvaluatorPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, bool & Result )
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USequenceEvaluatorLibrary::GetSequence
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h
Gets the current sequence of the sequence evaluator
AnimGraphRuntime
static [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * GetSequence ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator )
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USequenceEvaluatorLibrary::SetExplicitTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h
Set the current accumulated time of the sequence evaluator
AnimGraphRuntime
static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) SetExplicitTime ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, float Time )
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USequenceEvaluatorLibrary::SetSequence
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h
Set the current sequence of the sequence evaluator
AnimGraphRuntime
static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) SetSequence ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence )
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USequenceEvaluatorLibrary
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h
Exposes operations to be performed on a sequence evaluator anim node Note: Experimental and subject to change!
AnimGraphRuntime
class USequenceEvaluatorLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
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USequenceEvaluatorLibrary::SetSequenceWithInertialBlending
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h
Set the current sequence of the sequence evaluator with an inertial blend time
AnimGraphRuntime
static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) SetSequenceWithInertialBlending ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence, float BlendTime )
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USequencePlayerLibrary::ComputePlayRateFromDuration
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h
Returns the Play Rate to provide when playing this animation if a specific animation duration is desired
AnimGraphRuntime
static float ComputePlayRateFromDuration ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, float Duration )
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USequencePlayerLibrary::ConvertToSequencePlayerPure
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h
Get a sequence player context from an anim node context (pure)
AnimGraphRuntime
static void ConvertToSequencePlayerPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, bool & Result )
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USequencePlayerLibrary::GetAccumulatedTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h
Gets the current accumulated time of the sequence player
AnimGraphRuntime
static float GetAccumulatedTime ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )
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USequencePlayerLibrary::GetLoopAnimation
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h
Get the looping state of the sequence player
AnimGraphRuntime
static bool GetLoopAnimation ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )
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USequencePlayerLibrary::GetPlayRate
/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h
Get the play rate of the sequence player
AnimGraphRuntime
static float GetPlayRate ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )
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