#include <AnimNode_RelevantAssetPlayerBase.h>
◆ ClearCachedBlendWeight()
| void FAnimNode_AssetPlayerRelevancyBase::ClearCachedBlendWeight |
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◆ GetAccumulatedTime()
| float FAnimNode_AssetPlayerRelevancyBase::GetAccumulatedTime |
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const |
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virtual |
◆ GetAnimAsset()
| UAnimationAsset * FAnimNode_AssetPlayerRelevancyBase::GetAnimAsset |
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const |
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◆ GetCachedBlendWeight()
| float FAnimNode_AssetPlayerRelevancyBase::GetCachedBlendWeight |
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const |
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◆ GetCurrentAssetLength()
| float FAnimNode_AssetPlayerRelevancyBase::GetCurrentAssetLength |
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const |
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◆ GetCurrentAssetTime()
| float FAnimNode_AssetPlayerRelevancyBase::GetCurrentAssetTime |
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const |
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◆ GetCurrentAssetTimePlayRateAdjusted()
| float FAnimNode_AssetPlayerRelevancyBase::GetCurrentAssetTimePlayRateAdjusted |
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const |
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◆ GetDeltaTimeRecord()
| const FDeltaTimeRecord * FAnimNode_AssetPlayerRelevancyBase::GetDeltaTimeRecord |
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const |
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◆ GetIgnoreForRelevancyTest()
| bool FAnimNode_AssetPlayerRelevancyBase::GetIgnoreForRelevancyTest |
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const |
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◆ IsLooping()
| bool FAnimNode_AssetPlayerRelevancyBase::IsLooping |
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const |
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◆ SetAccumulatedTime()
| void FAnimNode_AssetPlayerRelevancyBase::SetAccumulatedTime |
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float |
NewTime | ) |
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virtual |
◆ SetIgnoreForRelevancyTest()
| bool FAnimNode_AssetPlayerRelevancyBase::SetIgnoreForRelevancyTest |
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bool |
bInIgnoreForRelevancyTest | ) |
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virtual |
The documentation for this struct was generated from the following files: