UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AnimationStateMachineLibrary.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6
11#include "AnimationStateMachineLibrary.generated.h"
12
15
16USTRUCT(BlueprintType, DisplayName = "Animation State Reference")
23
24USTRUCT(BlueprintType, DisplayName = "Animation State Machine")
31
32// Exposes operations to be performed on anim state machine node contexts
33UCLASS(Experimental, MinimalAPI)
35{
37
38public:
40 UFUNCTION(BlueprintCallable, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State", ExpandEnumAsExecs = "Result"))
42
44 UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State"))
51
53 UFUNCTION(BlueprintCallable, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State Machine", ExpandEnumAsExecs = "Result"))
55
56
58 UFUNCTION(BlueprintPure, Category = "State Machine", meta = (BlueprintThreadSafe, DisplayName = "Convert to Animation State Machine"))
65
67 UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe))
68 static ANIMGRAPHRUNTIME_API bool IsStateBlendingIn(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node);
69
71 UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe))
72 static ANIMGRAPHRUNTIME_API bool IsStateBlendingOut(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node);
73
76 UFUNCTION(BlueprintCallable, Category = "State Machine", meta=(BlueprintThreadSafe, AdvancedDisplay = "4"))
77 static ANIMGRAPHRUNTIME_API void SetState(const FAnimUpdateContext& UpdateContext, const FAnimationStateMachineReference& Node, FName TargetState, float Duration
78 , TEnumAsByte<ETransitionLogicType::Type> BlendType, UBlendProfile* BlendProfile, EAlphaBlendOption AlphaBlendOption, UCurveFloat* CustomBlendCurve);
79
81 UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe))
83
85 UFUNCTION(BlueprintPure, Category = "State Machine", meta = (BlueprintThreadSafe))
86 static ANIMGRAPHRUNTIME_API float GetRelevantAnimTimeRemaining(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node);
87
89 UFUNCTION(BlueprintPure, Category = "State Machine", meta = (BlueprintThreadSafe))
90 static ANIMGRAPHRUNTIME_API float GetRelevantAnimTimeRemainingFraction(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node);
91};
EAlphaBlendOption
Definition AlphaBlend.h:13
EAnimNodeReferenceConversionResult
Definition AnimNodeReference.h:16
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
UE_FORCEINLINE_HINT uint64 GetState() const
Definition LockFreeList.h:46
void SetState(uint64 Value)
Definition LockFreeList.h:52
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define UFUNCTION(...)
Definition ObjectMacros.h:745
#define UCLASS(...)
Definition ObjectMacros.h:776
#define USTRUCT(...)
Definition ObjectMacros.h:746
Definition NameTypes.h:617
Definition EnumAsByte.h:22
Definition AnimationStateMachineLibrary.h:35
Definition BlendProfile.h:132
Definition BlueprintFunctionLibrary.h:16
Definition CurveFloat.h:31
Definition AnimStateMachineTypes.h:45
Definition RobinHoodHashTable.h:18
Definition AnimNodeReference.h:24
FPoseLink Result
Definition AnimNode_Root.h:17
Definition AnimNode_StateMachine.h:123
Definition AnimNode_StateResult.h:18
Definition AnimExecutionContext.h:158
Definition AnimationStateMachineLibrary.h:26
Definition AnimationStateMachineLibrary.h:18