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UAnimToTextureBPLibrary::SetLightMapIndex
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h
Utility for setting a StaticMesh LightMapIndex.
AnimToTextureEditor
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture") static bool SetLightMapIndex ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LODIndex, const int32 LightmapIndex, bool bGenerateLightmapUVs )
[]
UAnimToTextureBPLibrary::UpdateMaterialInstanceFromDataAsset
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h
Updates a material's parameters to match those of an AnimToTexture DataAsset
AnimToTextureEditor
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(Category="AnimToTexture")) static void UpdateMaterialInstanceFromDataAsset ( const [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset, class [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * MaterialInstance, const EMaterialParameterAssociation MaterialParameterAssociation )
[]
UAnimToTextureBPLibrary::UAnimToTextureBPLibrary
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h
AnimToTextureEditor
UAnimToTextureBPLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimToTextureBPLibrary
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h
The texture can store Vertex positions and normals or Bone positions and rotations.
AnimToTextureEditor
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAnimToTextureBPLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
VertexSkinWeightFour
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureSkeletalMesh.h
AnimToTextureEditor
typedef [TVertexSkinWeight](API\Plugins\AnimToTextureEditor\TVertexSkinWeight)< 4 > VertexSkinWeightFour
[]
VertexSkinWeightMax
/Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureSkeletalMesh.h
AnimToTextureEditor
typedef [TVertexSkinWeight](API\Plugins\AnimToTextureEditor\TVertexSkinWeight)< 12 > VertexSkinWeightMax
[]
SAnimationGraphNode::Construct
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
AnimationBlueprintEditor
void Construct ( const [FArguments](API\Editor\AnimationBlueprintEditor\AnimationNodes\SAnimationGraphNode\FArguments) & InArgs, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode )
[]
SAnimationGraphNode::CreateBelowPinControls
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Override this to add widgets below the pins but above advanced view arrow.
AnimationBlueprintEditor
virtual void CreateBelowPinControls ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SVerticalBox](API\Runtime\SlateCore\Widgets\SVerticalBox) > MainBox )
[]
SAnimationGraphNode::CreateNodeFunctionsWidget
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Create below-widget controls for editing anim node functions.
AnimationBlueprintEditor
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNodeFunctionsWidget ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InAnimNode, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > InUseLowDetail )
[]
SAnimationGraphNode::CreateNodeContentArea
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Create the inner node content area, including the left/right pin boxes
AnimationBlueprintEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNodeContentArea()
[]
SAnimationGraphNode::CreateNodeTagWidget
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Create below-widget controls for editing anim node tags.
AnimationBlueprintEditor
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNodeTagWidget ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InAnimNode, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > InUseLowDetail )
[]
SAnimationGraphNode::CreateTitleWidget
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
AnimationBlueprintEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTitleWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SNodeTitle](API\Editor\GraphEditor\SNodeTitle) > InNodeTitle )
[]
ErrorReportingSlotReverseIndex
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Reverse index of the error reporting bar slot.
AnimationBlueprintEditor
static const int32 ErrorReportingSlotReverseIndex = 0;
[]
WidgetArgsType
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
AnimationBlueprintEditor
typedef FArguments WidgetArgsType
[]
SAnimationGraphNode::FArguments::FArguments
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
AnimationBlueprintEditor
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
AnimationBlueprintEditor
struct FArguments : public [TSlateBaseNamedArgs< SAnimationGraphNode >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SAnimationGraphNode::GetNodeInfoPopups
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Populate the popups array with any popups to render
AnimationBlueprintEditor
virtual void GetNodeInfoPopups ( [FNodeInfoContext](API\Editor\GraphEditor\FNodeInfoContext) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [FGraphInformationPopupInfo](API\Editor\GraphEditor\FGraphInformationPopupInfo) > & Popups ) const
[]
SAnimationGraphNode::GetOverlayWidgets
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Populate the widgets array with any overlay widgets to render
AnimationBlueprintEditor
virtual [TArray](API\Runtime\Core\Containers\TArray)< [FOverlayWidgetInfo](API\Editor\GraphEditor\FOverlayWidgetInfo) > GetOverlayWidgets ( bool bSelected, const FVector2D & WidgetSize ) const
[]
SAnimationGraphNode::IsHidingPinWidgets
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Returns true if the node is hiding its pins
AnimationBlueprintEditor
virtual bool IsHidingPinWidgets() const
[]
SAnimationGraphNode::ReconfigurePinWidgetsForPropertyBindings
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Tweak any created pin widgets so they respond to bindings.
AnimationBlueprintEditor
static void ReconfigurePinWidgetsForPropertyBindings ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InAnimGraphNode, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > InGraphNodeWidget, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) >([UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *)> InFindWidgetForPin )
[]
TagAndFunctionsSlotReverseIndex
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Reverse index of the tag/functions slot.
AnimationBlueprintEditor
static const int32 TagAndFunctionsSlotReverseIndex = 1;
[]
SAnimationGraphNode::Tick
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.
AnimationBlueprintEditor
virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
[]
SAnimationGraphNode
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
AnimationBlueprintEditor
class SAnimationGraphNode : public [SGraphNodeK2Base](API\Editor\GraphEditor\KismetNodes\SGraphNodeK2Base)
[]
IAnimationBlueprintEditor::GetAssetBrowser
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditor.h
Get the asset browser we host
AnimationBlueprintEditor
[IAnimationSequenceBrowser](API\Editor\Persona\IAnimationSequenceBrowser) * GetAssetBrowser() const
[]
IAnimationBlueprintEditor::GetLastGraphPinTypeUsed
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditor.h
Get the last pin type we used to create a graph pin
AnimationBlueprintEditor
const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & GetLastGraphPinTypeUsed() const
[]
IAnimationBlueprintEditor::GetPreviewInstance
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditor.h
Get the preview anim instance we are using, which can be a linked instance depending on preview settings
AnimationBlueprintEditor
[UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetPreviewInstance() const
[]
IAnimationBlueprintEditor::SetLastGraphPinTypeUsed
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditor.h
Set the last pin type we used to create a graph pin
AnimationBlueprintEditor
void SetLastGraphPinTypeUsed ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InType )
[]
IAnimationBlueprintEditorModule::CreateAnimationBlueprintEditor
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h
Note: This function should not be called directly, use one of the following instead:
AnimationBlueprintEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationBlueprintEditor](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditor) > CreateAnimationBlueprintEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, class [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * Blueprint )
[]
IAnimationBlueprintEditor
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditor.h
AnimationBlueprintEditor
class IAnimationBlueprintEditor : public [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor), public [IHasPersonaToolkit](API\Editor\Persona\IHasPersonaToolkit)
[]
FAnimationBlueprintEditorToolbarExtender
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h
Get all toolbar extenders
AnimationBlueprintEditor
typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationBlueprintEditor](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditor) > > FAnimationBlueprintEditorToolbarExtender
[]
FOnGetCustomDebugObjects
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h
AnimationBlueprintEditor
typedef TMulticastDelegate_TwoParams< void, const [IAnimationBlueprintEditor](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditor) &, [TArray](API\Runtime\Core\Containers\TArray)< [FCustomDebugObject](API\Editor\Kismet\FCustomDebugObject) > & > FOnGetCustomDebugObjects
[]
IAnimationBlueprintEditorModule::GetAllAnimationBlueprintEditorToolbarExtenders
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h
AnimationBlueprintEditor
[TArray](API\Runtime\Core\Containers\TArray)< [FAnimationBlueprintEditorToolbarExtender](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditorModule\FAnimationBluepr-) > & GetAllAnimationBlueprintEditorToolbarExtenders()
[]
IAnimationBlueprintEditorModule::OnGetCustomDebugObjects
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h
AnimationBlueprintEditor
[FOnGetCustomDebugObjects](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditorModule\FOnGetCustomDebu-) & OnGetCustomDebugObjects()
[]
IAnimationBlueprintEditorModule
/Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h
AnimationBlueprintEditor
class IAnimationBlueprintEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)
[]
FOnUpdateSettingsMulticaster
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationBlueprintEditorSettings.h
AnimationBlueprintEditor
typedef TMulticastDelegate_TwoParams< void, const [UAnimationBlueprintEditorSettings](API\Editor\AnimationBlueprintEditor\UAnimationBlueprintEditorSetting-) *, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) > FOnUpdateSettingsMulticaster
[]
UAnimationBlueprintEditorSettings::PostEditChangeProperty
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationBlueprintEditorSettings.h
Called when a property on this object has been modified externally
AnimationBlueprintEditor
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimationBlueprintEditorSettings::RegisterOnUpdateSettings
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationBlueprintEditorSettings.h
AnimationBlueprintEditor
[FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnUpdateSettings ( const FOnUpdateSettingsMulticaster::FDelegate & Delegate )
[]
UAnimationBlueprintEditorSettings::UnregisterOnUpdateSettings
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationBlueprintEditorSettings.h
AnimationBlueprintEditor
void UnregisterOnUpdateSettings ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Object )
[]
UAnimationBlueprintEditorSettings
/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationBlueprintEditorSettings.h
Settings for the Animation Blueprint Editor.
AnimationBlueprintEditor
class UAnimationBlueprintEditorSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "bool", "name": "bPoseWatchSelectedNodes", "description": "If true, automatically pose watch selected nodes." }, { "type": "bool", "name": "bShowGraphCornerText", "description": "Whether to display the corner text in an animation graph." }, { "type": "FOnUpdateSettin...", "name": "OnSettingsChange", "description": "" } ]
FAnimPose::GenerateWorldSpaceTransforms
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
(Re-)Generates the world space transforms using populated local space data
AnimationBlueprintLibrary
void GenerateWorldSpaceTransforms()
[]
FAnimPose::GetPose
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
Populates anFCompactPoseusing the contained bone data
AnimationBlueprintLibrary
void GetPose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & InOutCompactPose ) const
[]
FAnimPose::Init
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
Initializes the various arrays, using and copying the provided bone container
AnimationBlueprintLibrary
void Init ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & InBoneContainer )
[]
FAnimPose::IsInitialized
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
Whether or not the contained data was initialized and can be used to store a pose
AnimationBlueprintLibrary
bool IsInitialized() const
[]
FAnimPose::IsPopulated
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
Whether or local space pose data has been populated
AnimationBlueprintLibrary
bool IsPopulated() const
[]
FAnimPose::IsValid
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
Returns whether or not the pose data was correctly initialized and populated
AnimationBlueprintLibrary
bool IsValid() const
[]
FAnimPose::SetPose
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
Generates the contained bone data using the provided Component and its AnimInstance
AnimationBlueprintLibrary
void SetPose ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )
[]
FAnimPose::Reset
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
Resets all contained data, rendering the instance invalid
AnimationBlueprintLibrary
void Reset()
[]
FAnimPose::SetPose
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
Generates the contained bone data using the provided CompactPose
AnimationBlueprintLibrary
void SetPose ( const [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & PoseData )
[]
FAnimPose::SetToRefPose
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
Copies the reference pose to animated pose data
AnimationBlueprintLibrary
void SetToRefPose()
[]
FAnimPose
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
Script friendly representation of an evaluated animation bone pose
AnimationBlueprintLibrary
struct FAnimPose
[ { "type": "TArray< int32 >", "name": "BoneIndices", "description": "" }, { "type": "TArray<FName>", "name": "BoneNames", "description": "" }, { "type": "TArray<FName>", "name": "CurveNames", "description": "" }, { "type": "TArray< float >", "name": "CurveValues", "description": "" }, { "type": "TArray< FTransf...", "name": "LocalSpacePoses", "description": "" }, { "type": "TArray< int32 >", "name": "ParentBoneIndices", "description": "" }, { "type": "TArray< FTransf...", "name": "RefLocalSpacePoses", "description": "" }, { "type": "TArray< FTransf...", "name": "RefWorldSpacePoses", "description": "" }, { "type": "TArray<FName>", "name": "SocketNames", "description": "" }, { "type": "TArray<FName>", "name": "SocketParentBoneNames", "description": "" }, { "type": "TArray< FTransf...", "name": "SocketTransforms", "description": "" }, { "type": "TArray< FTransf...", "name": "WorldSpacePoses", "description": "" } ]
FOnNotifyReplaced
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Delegate called when a notify was replaced
AnimationBlueprintLibrary
class FOnNotifyReplaced
[]
FOnNotifyStateReplaced
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Delegate called when a notify state was replaced
AnimationBlueprintLibrary
class FOnNotifyStateReplaced
[]
UAnimationAttributeBlueprintLibrary::Generic_GetAttributeKey
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h
AnimationBlueprintLibrary
static bool Generic_GetAttributeKey ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > AnimationDataModel, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, float Time, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct, void * Value )
[]
UAnimationAttributeBlueprintLibrary::Generic_GetAttributeKeys
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h
AnimationBlueprintLibrary
static bool Generic_GetAttributeKeys ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > AnimationDataModel, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, void * ValuesArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ValuesArrayProperty )
[]
UAnimationAttributeBlueprintLibrary::Generic_SetAttributeKey
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h
AnimationBlueprintLibrary
static bool Generic_SetAttributeKey ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) > AnimationDataController, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, float Time, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct, const void * Value )
[]
UAnimationAttributeBlueprintLibrary::Generic_SetAttributeKeys
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h
AnimationBlueprintLibrary
static bool Generic_SetAttributeKeys ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) > AnimationDataController, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const void * ValuesArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ValuesArrayProperty )
[]
UAnimationAttributeBlueprintLibrary::GetAttributeKey
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h
AnimationBlueprintLibrary
static bool GetAttributeKey ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > AnimationDataModel, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, float Time, int32 & Value )
[]
UAnimationAttributeBlueprintLibrary::SetAttributeKey
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h
AnimationBlueprintLibrary
static bool SetAttributeKey ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) > AnimationDataController, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, float Time, const int32 & Value )
[]
UAnimationAttributeBlueprintLibrary::GetAttributeKeys
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h
AnimationBlueprintLibrary
static bool GetAttributeKeys ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > AnimationDataModel, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutTimes, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Values )
[]
FAnimPoseEvaluationOptions
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h
AnimationBlueprintLibrary
struct FAnimPoseEvaluationOptions
[ { "type": "bool", "name": "bEvaluateCurves", "description": "Whether or not to evaluate Animation Curves." }, { "type": "bool", "name": "bExtractRootMotion", "description": "Whether or not to extract root motion values." }, { "type": "bool", "name": "bIncorporateRootMotionIntoPose", "description": "Whether or not to force root motion being incorporated into retrieved pose." }, { "type": "bool", "name": "bRetrieveAdditiveAsFullPose", "description": "Whether or additive animations should be applied to their base-pose." }, { "type": "bool", "name": "bShouldRetarget", "description": "Whether or not to retarget animation during evaluation." }, { "type": "EAnimDataEvalTy...", "name": "EvaluationType", "description": "Type of evaluation which should be used." }, { "type": "TObjectPtr<USk...", "name": "OptionalSkeletalMesh", "description": "Optional skeletal mesh with proportions to use when evaluating a pose." } ]
UAnimationAttributeBlueprintLibrary::SetAttributeKeys
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h
AnimationBlueprintLibrary
static bool SetAttributeKeys ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) > AnimationDataController, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Values )
[]
UAnimationAttributeBlueprintLibrary
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h
AnimationBlueprintLibrary
class UAnimationAttributeBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UAnimationBlueprintLibrary::AddAnimationNotifyEvent
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds an Animation Notify Event to Notify track in the given Animation with the given Notify creation data
AnimationBlueprintLibrary
static [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify) * AddAnimationNotifyEvent ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName, float StartTime, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify) > NotifyClass )
[]
UAnimationBlueprintLibrary::AddAnimationNotifyStateEvent
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds an Animation Notify State Event to Notify track in the given Animation with the given Notify State creation data
AnimationBlueprintLibrary
static [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState) * AddAnimationNotifyStateEvent ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName, float StartTime, float Duration, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState) > NotifyStateClass )
[]
UAnimationBlueprintLibrary::AddAnimationNotifyEventObject
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds an the specific Animation Notify to the Animation Sequence (requires Notify's outer to be the Animation Sequence)
AnimationBlueprintLibrary
static void AddAnimationNotifyEventObject ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, float StartTime, [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify) * Notify, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName )
[]
UAnimationBlueprintLibrary::AddAnimationNotifyStateEventObject
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds an the specific Animation Notify State to the Animation Sequence (requires Notify State's outer to be the Animation Sequence)
AnimationBlueprintLibrary
static void AddAnimationNotifyStateEventObject ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, float StartTime, float Duration, [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState) * NotifyState, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName )
[]
UAnimationBlueprintLibrary::AddAnimationNotifyTrack
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds an Animation Notify Track to the Animation Sequence
AnimationBlueprintLibrary
static void AddAnimationNotifyTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TrackColor )
[]
UAnimationBlueprintLibrary::AddAnimationSyncMarker
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds an Animation Sync Marker to Notify track in the given Animation with the corresponding Marker Name and Time
AnimationBlueprintLibrary
static void AddAnimationSyncMarker ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) MarkerName, float Time, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName )
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UAnimationBlueprintLibrary::AddCurveInternal
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Returns true if successfully added, false if it was already existing.
AnimationBlueprintLibrary
static bool AddCurveInternal ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, int32 CurveFlags, ERawCurveTrackTypes SupportedCurveType )
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UAnimationBlueprintLibrary::AddCurve
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds an Animation Curve by Type and Name to the given Animation Sequence
AnimationBlueprintLibrary
static void AddCurve ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, ERawCurveTrackTypes CurveType, bool bMetaDataCurve )
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UAnimationBlueprintLibrary::AddCurveKeysInternal
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Curve helper functions.
AnimationBlueprintLibrary
template<typename [DataType](API\Plugins\OptimusCore\DataType), typename CurveClass, ERawCurveTrackTypes CurveType> static void AddCurveKeysInternal ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< [DataType](API\Plugins\OptimusCore\DataType) > & KeyData )
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UAnimationBlueprintLibrary::AddFloatCurveKey
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds a Float Key to the specified Animation Curve inside of the given Animation Sequence
AnimationBlueprintLibrary
static void AddFloatCurveKey ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const float Time, const float Value )
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UAnimationBlueprintLibrary::AddFloatCurveKeys
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds a multiple of Float Keys to the specified Animation Curve inside of the given Animation Sequence
AnimationBlueprintLibrary
static void AddFloatCurveKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Values )
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UAnimationBlueprintLibrary::AddMetaData
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Creates and Adds an instance of the specified MetaData Class to the given Animation Asset
AnimationBlueprintLibrary
static void AddMetaData ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) > MetaDataClass, [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) *& MetaDataInstance )
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UAnimationBlueprintLibrary::AddMetaDataObject
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds an instance of the specified MetaData Class to the given Animation Asset (requires MetaDataObject's outer to be the Animation Asset)
AnimationBlueprintLibrary
static void AddMetaDataObject ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * MetaDataObject )
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UAnimationBlueprintLibrary::AddNodeAssetOverride
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds an Animation Asset override for the provided AnimationBlueprint, replacing any instance of Target with Override
AnimationBlueprintLibrary
static void AddNodeAssetOverride ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * AnimBlueprint, const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Target, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Override, bool bPrintAppliedOverrides )
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UAnimationBlueprintLibrary::AddVectorCurveKeys
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds a multiple of Vector Keys to the specified Animation Curve inside of the given Animation Sequence
AnimationBlueprintLibrary
static void AddVectorCurveKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vectors )
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UAnimationBlueprintLibrary::AddTransformationCurveKey
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds a Transformation Key to the specified Animation Curve inside of the given Animation Sequence
AnimationBlueprintLibrary
static void AddTransformationCurveKey ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const float Time, const FTransform & Transform )
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UAnimationBlueprintLibrary::AddTransformationCurveKeys
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds a multiple of Transformation Keys to the specified Animation Curve inside of the given Animation Sequence
AnimationBlueprintLibrary
static void AddTransformationCurveKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Transforms )
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UAnimationBlueprintLibrary::AddVectorCurveKey
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds a Vector Key to the specified Animation Curve inside of the given Animation Sequence
AnimationBlueprintLibrary
static void AddVectorCurveKey ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const float Time, const FVector Vector )
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UAnimationBlueprintLibrary::AddVirtualBone
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Adds a Virtual Bone between the Source and Target Bones to the given Animation Sequence
AnimationBlueprintLibrary
static void AddVirtualBone ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) SourceBoneName, [FName](API\Runtime\Core\UObject\FName) TargetBoneName, [FName](API\Runtime\Core\UObject\FName) & VirtualBoneName )
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UAnimationBlueprintLibrary::ContainsMetaDataOfClass
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Checks whether or not the given Animation Asset contains Meta Data Instance of the specified Meta Data Class
AnimationBlueprintLibrary
static bool ContainsMetaDataOfClass ( const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) > MetaDataClass )
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UAnimationBlueprintLibrary::CopyAnimationCurveNamesToSkeleton
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Ensures that any curve names that do not exist on the NewSkeleton are added to it, in which case the SmartName on the actual curve itself will also be updated
AnimationBlueprintLibrary
static void CopyAnimationCurveNamesToSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * OldSkeleton, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * NewSkeleton, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * SequenceBase, ERawCurveTrackTypes CurveType )
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UAnimationBlueprintLibrary::CopyAnimNotifiesFromSequence
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Copies animation notifies from Src Animation Sequence to Dest. Creates anim notify tracks as necessary. Returns true on success.
AnimationBlueprintLibrary
static void CopyAnimNotifiesFromSequence ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * SourceAnimationSequenceBase, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * DestinationAnimationSequenceBase, bool bDeleteExistingNotifies )
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UAnimationBlueprintLibrary::DoesBoneCurveNameExistInternal
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Deprecated* This function is no longer used.
AnimationBlueprintLibrary
static bool DoesBoneCurveNameExistInternal ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [FName](API\Runtime\Core\UObject\FName) BoneName )
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UAnimationBlueprintLibrary::DoesBoneNameExistInternal
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
AnimationBlueprintLibrary
static bool DoesBoneNameExistInternal ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [FName](API\Runtime\Core\UObject\FName) BoneName )
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UAnimationBlueprintLibrary::DoesBoneNameExist
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Checks whether or not the given Bone Name exist on the Skeleton referenced by the given Animation Sequence
AnimationBlueprintLibrary
static void DoesBoneNameExist ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) BoneName, bool & bExists )
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UAnimationBlueprintLibrary::DoesCurveExist
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Checks whether or not the given Curve Name exist on the Skeleton referenced by the given Animation Sequence
AnimationBlueprintLibrary
static bool DoesCurveExist ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, ERawCurveTrackTypes CurveType )
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UAnimationBlueprintLibrary::DoesSmartNameExist
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Deprecated* This function is no longer used.
AnimationBlueprintLibrary
static bool DoesSmartNameExist ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) Name )
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UAnimationBlueprintLibrary::DoesVirtualBoneNameExistInternal
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
AnimationBlueprintLibrary
static bool DoesVirtualBoneNameExistInternal ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [FName](API\Runtime\Core\UObject\FName) BoneName )
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UAnimationBlueprintLibrary::EvaluateRootBoneTimecodeAttributesAtTime
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
AnimationBlueprintLibrary
static bool EvaluateRootBoneTimecodeAttributesAtTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const float EvalTime, [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & OutQualifiedFrameTime )
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UAnimationBlueprintLibrary::EvaluateRootBoneTimecodeSubframeAttributeAtTime
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Since the subframe component ofFFrameTimeis clamped to the range [0.0, 1.0), it cannot accurately represent the use case where the timecode metadata represents subframe values as whole numbered subframes instead of as a percentage of a frame the way the engine does. The subframe component of theFQualifiedFrameTimereturned byEvaluateRootBoneTimecodeAttributesAtTime()may not reflect the authored subframe metadata in that case.
AnimationBlueprintLibrary
static bool EvaluateRootBoneTimecodeSubframeAttributeAtTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const float EvalTime, float & OutSubframe )
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UAnimationBlueprintLibrary::FinalizeBoneAnimation
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Apply all the changes made to Bone Tracks to Finalize. This triggers recompression. Note that this is expensive, but will require to get correct compressed data
AnimationBlueprintLibrary
static void FinalizeBoneAnimation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )
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UAnimationBlueprintLibrary::FindBonePathToRoot
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Finds the Bone Path from the given Bone to the Root Bone
AnimationBlueprintLibrary
static void FindBonePathToRoot ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) BoneName, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BonePath )
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UAnimationBlueprintLibrary::GetAdditiveAnimationType
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Retrieves the Additive Animation type for the given Animation Sequence
AnimationBlueprintLibrary
static void GetAdditiveAnimationType ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EAdditiveAnimationType > & AdditiveAnimationType )
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UAnimationBlueprintLibrary::GetAdditiveBasePoseType
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Retrieves the Additive Base Pose type for the given Animation Sequence
AnimationBlueprintLibrary
static void GetAdditiveBasePoseType ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EAdditiveBasePoseType > & AdditiveBasePoseType )
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UAnimationBlueprintLibrary::GetAnimationCurveNames
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Retrieves the Names of the individual float curves for the given Animation Sequence
AnimationBlueprintLibrary
static void GetAnimationCurveNames ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, ERawCurveTrackTypes CurveType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & CurveNames )
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UAnimationBlueprintLibrary::GetAnimationGraphs
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Returns all Animation Graphs contained by the provided Animation Blueprint
AnimationBlueprintLibrary
static void GetAnimationGraphs ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * AnimationBlueprint, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph) * > & AnimationGraphs )
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UAnimationBlueprintLibrary::GetAnimationInterpolationType
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Retrieves the Animation Interpolation type for the given Animation Sequence
AnimationBlueprintLibrary
static void GetAnimationInterpolationType ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, EAnimInterpolationType & InterpolationType )
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UAnimationBlueprintLibrary::GetAnimationNotifyEvents
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h
Retrieves all Animation Notify Events found within the given Animation Sequence
AnimationBlueprintLibrary
static void GetAnimationNotifyEvents ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) > & NotifyEvents )
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