#include <AnimMontage.h>
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| ENGINE_API void | MontageSync_Follow (struct FAnimMontageInstance *NewLeaderMontageInstance) |
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| ENGINE_API void | MontageSync_StopLeading () |
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| ENGINE_API void | MontageSync_StopFollowing () |
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| ENGINE_API void | MontageSync_PreUpdate () |
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| ENGINE_API void | MontageSync_PostUpdate () |
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| float | GetWeight () const |
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| float | GetDesiredWeight () const |
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| float | GetBlendTime () const |
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| int32 | GetSyncGroupIndex () const |
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| FName | GetSyncGroupName () const |
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| void | SetWeight (float InValue) |
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| void | SetDesiredWeight (float InValue) |
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| const FAlphaBlend & | GetBlend () const |
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| ENGINE_API | FAnimMontageInstance () |
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| ENGINE_API | FAnimMontageInstance (UAnimInstance *InAnimInstance) |
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| ENGINE_API void | Play (float InPlayRate=1.f) |
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| ENGINE_API void | Play (float InPlayRate, const FMontageBlendSettings &BlendInSettings) |
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| ENGINE_API void | Stop (const FAlphaBlend &InBlendOut, bool bInterrupt=true) |
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| ENGINE_API void | Stop (const FMontageBlendSettings &InBlendOutSettings, bool bInterrupt=true) |
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| ENGINE_API void | Pause () |
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| ENGINE_API void | Initialize (class UAnimMontage *InMontage) |
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| ENGINE_API bool | JumpToSectionName (FName const &SectionName, bool bEndOfSection=false) |
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| ENGINE_API bool | SetNextSectionName (FName const &SectionName, FName const &NewNextSectionName) |
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| ENGINE_API bool | SetNextSectionID (int32 const &SectionID, int32 const &NewNextSectionID) |
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| bool | IsValid () const |
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| bool | IsPlaying () const |
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| void | SetPlaying (bool bInPlaying) |
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| bool | IsStopped () const |
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| bool | IsActive () const |
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| ENGINE_API void | Terminate () |
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| ENGINE_API bool | CanUseMarkerSync () const |
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| int32 | GetInstanceID () const |
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| float | GetPosition () const |
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| float | GetPlayRate () const |
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| float | GetDeltaMoved () const |
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| float | GetPreviousPosition () const |
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| float | GetBlendStartAlpha () const |
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| const FAnimMontageInstance * | GetMontageSyncLeader () const |
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| const UBlendProfile * | GetActiveBlendProfile () const |
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| const EBlendProfileMode | GetActiveBlendProfileMode () const |
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| void | SetPosition (float const &InPosition) |
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| void | SetPlayRate (float const &InPlayRate) |
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| void | PushDisableRootMotion () |
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| void | PopDisableRootMotion () |
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| bool | IsRootMotionDisabled () const |
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| void | SetNextPositionWithEvents (float InPosition) |
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| void | SetNextPositionWithEvents (float InFromPosition, float InToPosition) |
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| ENGINE_API void | UpdateWeight (float DeltaTime) |
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| ENGINE_API bool | SimulateAdvance (float DeltaTime, float &InOutPosition, struct FRootMotionMovementParams &OutRootMotionParams) const |
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| ENGINE_API void | Advance (float DeltaTime, struct FRootMotionMovementParams *OutRootMotionParams, bool bBlendRootMotion) |
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| ENGINE_API FName | GetCurrentSection () const |
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| ENGINE_API FName | GetNextSection () const |
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| ENGINE_API int32 | GetNextSectionID (int32 const &CurrentSectionID) const |
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| ENGINE_API FName | GetSectionNameFromID (int32 const &SectionID) const |
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| ENGINE_API void | AddReferencedObjects (FReferenceCollector &Collector) |
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| ENGINE_API void | HandleEvents (float PreviousTrackPos, float CurrentTrackPos, const FBranchingPointMarker *BranchingPointMarker) |
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| static ENGINE_API UAnimMontage * | SetSequencerMontagePosition (FName SlotName, USkeletalMeshComponent *SkeletalMeshComponent, int32 &InOutInstanceId, UAnimSequenceBase *InAnimSequence, float InFromPosition, float InToPosition, float Weight, bool bLooping, bool bPlaying) |
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| static ENGINE_API UAnimMontage * | PreviewSequencerMontagePosition (FName SlotName, USkeletalMeshComponent *SkeletalMeshComponent, int32 &InOutInstanceId, UAnimSequenceBase *InAnimSequence, float InFromPosition, float InToPosition, float Weight, bool bLooping, bool bFireNotifies, bool bPlaying) |
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| static ENGINE_API UAnimMontage * | SetSequencerMontagePosition (FName SlotName, UAnimInstance *AnimInstance, int32 &InOutInstanceId, UAnimSequenceBase *InAnimSequence, float InFromPosition, float InToPosition, float Weight, bool bLooping, bool bPlaying) |
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| static ENGINE_API UAnimMontage * | PreviewSequencerMontagePosition (FName SlotName, USkeletalMeshComponent *SkeletalMeshComponent, UAnimInstance *AnimInstance, int32 &InOutInstanceId, UAnimSequenceBase *InAnimSequence, float InFromPosition, float InToPosition, float Weight, bool bLooping, bool bFireNotifies, bool bPlaying) |
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◆ FAnimMontageInstance() [1/2]
| FAnimMontageInstance::FAnimMontageInstance |
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◆ FAnimMontageInstance() [2/2]
| FAnimMontageInstance::FAnimMontageInstance |
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UAnimInstance * |
InAnimInstance | ) |
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◆ AddReferencedObjects()
◆ Advance()
Limit number of iterations for performance. This can get out of control if PlayRate is set really high, or there is a hitch, and Montage is looping for example.
If we're hitting our max number of iterations for whatever reason, make sure we're not accumulating too much time, and go out of range.
◆ CanUseMarkerSync()
| bool FAnimMontageInstance::CanUseMarkerSync |
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const |
return true if it can use marker sync
◆ GetActiveBlendProfile()
| const UBlendProfile * FAnimMontageInstance::GetActiveBlendProfile |
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const |
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inline |
◆ GetActiveBlendProfileMode()
◆ GetBlend()
| const FAlphaBlend & FAnimMontageInstance::GetBlend |
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const |
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inline |
Get the current blend info.
◆ GetBlendStartAlpha()
| float FAnimMontageInstance::GetBlendStartAlpha |
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const |
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inline |
◆ GetBlendTime()
| float FAnimMontageInstance::GetBlendTime |
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const |
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inline |
◆ GetCurrentSection()
| FName FAnimMontageInstance::GetCurrentSection |
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const |
◆ GetDeltaMoved()
| float FAnimMontageInstance::GetDeltaMoved |
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const |
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inline |
◆ GetDesiredWeight()
| float FAnimMontageInstance::GetDesiredWeight |
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const |
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inline |
◆ GetInstanceID()
| int32 FAnimMontageInstance::GetInstanceID |
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const |
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inline |
◆ GetMontageSyncLeader()
◆ GetNextSection()
| FName FAnimMontageInstance::GetNextSection |
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const |
◆ GetNextSectionID()
| int32 FAnimMontageInstance::GetNextSectionID |
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int32 const & |
CurrentSectionID | ) |
const |
◆ GetPlayRate()
| float FAnimMontageInstance::GetPlayRate |
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const |
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inline |
◆ GetPosition()
| float FAnimMontageInstance::GetPosition |
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const |
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inline |
◆ GetPreviousPosition()
| float FAnimMontageInstance::GetPreviousPosition |
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| ) |
const |
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inline |
◆ GetSectionNameFromID()
| FName FAnimMontageInstance::GetSectionNameFromID |
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int32 const & |
SectionID | ) |
const |
◆ GetSyncGroupIndex()
| int32 FAnimMontageInstance::GetSyncGroupIndex |
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const |
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inline |
◆ GetSyncGroupName()
| FName FAnimMontageInstance::GetSyncGroupName |
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const |
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inline |
◆ GetWeight()
| float FAnimMontageInstance::GetWeight |
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const |
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inline |
◆ HandleEvents()
Delegate function handlers
◆ Initialize()
◆ IsActive()
| bool FAnimMontageInstance::IsActive |
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const |
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inline |
Returns true if this montage is active (valid and not blending out)
◆ IsPlaying()
| bool FAnimMontageInstance::IsPlaying |
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const |
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inline |
◆ IsRootMotionDisabled()
| bool FAnimMontageInstance::IsRootMotionDisabled |
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const |
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inline |
◆ IsStopped()
| bool FAnimMontageInstance::IsStopped |
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const |
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inline |
◆ IsValid()
| bool FAnimMontageInstance::IsValid |
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const |
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inline |
◆ JumpToSectionName()
| bool FAnimMontageInstance::JumpToSectionName |
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FName const & |
SectionName, |
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bool |
bEndOfSection = false |
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) |
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◆ MontageSync_Follow()
Montage to Montage Synchronization.
A montage can only have a single leader. A leader can have multiple followers. Loops cause no harm. If Follower gets ticked before Leader, then synchronization will be performed with a frame of lag. Essentially correcting the previous frame. Which is enough for simple cases (i.e. no timeline jumps from notifies). If Follower gets ticked after Leader, then synchronization will be exact and support more complex cases (i.e. timeline jumps). This can be enforced by setting up tick pre-requisites if desired.
◆ MontageSync_PostUpdate()
| void FAnimMontageInstance::MontageSync_PostUpdate |
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PostUpdate - Sync if updated after Leader.
◆ MontageSync_PreUpdate()
| void FAnimMontageInstance::MontageSync_PreUpdate |
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PreUpdate - Sync if updated before Leader.
◆ MontageSync_StopFollowing()
| void FAnimMontageInstance::MontageSync_StopFollowing |
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Stop following our leader
◆ MontageSync_StopLeading()
| void FAnimMontageInstance::MontageSync_StopLeading |
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Stop leading, release all followers.
◆ Pause()
| void FAnimMontageInstance::Pause |
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◆ Play() [1/2]
◆ Play() [2/2]
| void FAnimMontageInstance::Play |
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float |
InPlayRate = 1.f | ) |
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◆ PopDisableRootMotion()
| void FAnimMontageInstance::PopDisableRootMotion |
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inline |
◆ PreviewSequencerMontagePosition() [1/2]
◆ PreviewSequencerMontagePosition() [2/2]
| UAnimMontage * FAnimMontageInstance::PreviewSequencerMontagePosition |
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FName |
SlotName, |
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USkeletalMeshComponent * |
SkeletalMeshComponent, |
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UAnimInstance * |
AnimInstance, |
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int32 & |
InOutInstanceId, |
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UAnimSequenceBase * |
InAnimSequence, |
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float |
InFromPosition, |
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float |
InToPosition, |
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float |
Weight, |
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bool |
bLooping, |
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bool |
bFireNotifies, |
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bool |
bPlaying |
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) |
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static |
◆ PushDisableRootMotion()
| void FAnimMontageInstance::PushDisableRootMotion |
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| ) |
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inline |
◆ SetDesiredWeight()
| void FAnimMontageInstance::SetDesiredWeight |
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float |
InValue | ) |
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inline |
◆ SetNextPositionWithEvents() [1/2]
| void FAnimMontageInstance::SetNextPositionWithEvents |
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float |
InFromPosition, |
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float |
InToPosition |
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) |
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inline |
Set the evaluation range of this animation for the next animation update tick. Will trigger events and notifies for that range.
◆ SetNextPositionWithEvents() [2/2]
| void FAnimMontageInstance::SetNextPositionWithEvents |
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float |
InPosition | ) |
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inline |
Set the next position of this animation for the next animation update tick. Will trigger events and notifies since last position.
◆ SetNextSectionID()
| bool FAnimMontageInstance::SetNextSectionID |
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int32 const & |
SectionID, |
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int32 const & |
NewNextSectionID |
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) |
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◆ SetNextSectionName()
| bool FAnimMontageInstance::SetNextSectionName |
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FName const & |
SectionName, |
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FName const & |
NewNextSectionName |
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) |
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◆ SetPlaying()
| void FAnimMontageInstance::SetPlaying |
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bool |
bInPlaying | ) |
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inline |
◆ SetPlayRate()
| void FAnimMontageInstance::SetPlayRate |
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float const & |
InPlayRate | ) |
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inline |
◆ SetPosition()
| void FAnimMontageInstance::SetPosition |
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float const & |
InPosition | ) |
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inline |
◆ SetSequencerMontagePosition() [1/2]
◆ SetSequencerMontagePosition() [2/2]
static functions that are used by sequencer montage support
◆ SetWeight()
| void FAnimMontageInstance::SetWeight |
( |
float |
InValue | ) |
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inline |
◆ SimulateAdvance()
Simulate is same as Advance, but without calling any events or touching any of the instance data. So it performs a simulation of advancing the timeline.
◆ Stop() [1/2]
◆ Stop() [2/2]
◆ Terminate()
| void FAnimMontageInstance::Terminate |
( |
| ) |
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◆ UpdateWeight()
| void FAnimMontageInstance::UpdateWeight |
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float |
DeltaTime | ) |
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Montage Tick happens in 2 phases
first is to update weight of current montage only this will make sure that all nodes will get up-to-date weight information when update comes in for them
second is normal tick. This tick has to happen later when all node ticks to accumulate and update curve data/notifies/branching points
◆ FMontageSubStepper
◆ bDidUseMarkerSyncThisTick
| bool FAnimMontageInstance::bDidUseMarkerSyncThisTick |
◆ bEnableAutoBlendOut
| bool FAnimMontageInstance::bEnableAutoBlendOut |
◆ bPlaying
| bool FAnimMontageInstance::bPlaying |
◆ DefaultBlendTimeMultiplier
| float FAnimMontageInstance::DefaultBlendTimeMultiplier |
◆ DeltaTimeRecord
◆ MarkersPassedThisTick
◆ MarkerTickRecord
◆ Montage
◆ OnMontageBlendedInEnded
◆ OnMontageBlendingOutStarted
◆ OnMontageEnded
◆ OnMontageSectionChanged
The documentation for this struct was generated from the following files: