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50 results for "animation"

function
UAnimInstance::BlueprintInitializeAnimation Engine

Blueprint event called once when the anim instance is initialized, before any animation updates.

function
UAnimInstance::BlueprintLinkedAnimationLayersInitialized Engine

Blueprint event called when linked animation layers have been initialized on this anim instance.

function
UAnimInstance::BlueprintPostEvaluateAnimation Engine

Blueprint event called after the animation graph has been evaluated and final pose computed.

function
UAnimInstance::BlueprintThreadSafeUpdateAnimation Engine

Thread-safe Blueprint event for updating animation variables during parallel evaluation.

function
UAnimInstance::BlueprintUpdateAnimation Engine

Blueprint event called every frame to update animation state.

function
UAnimInstance::EnableUpdateAnimation Engine

Enables or disables the animation update tick for this instance.

function
UAnimInstance::GetAnimationCurves Engine

Returns a read-only map of all evaluated animation curve values for the specified curve type.

function
UAnimInstance::InitializeAnimation Engine

Initializes the animation instance, setting up all animation nodes, state machines, and internal data structures.

function
UAnimInstance::IsPlayingSlotAnimation Engine

Returns true if the given animation asset is currently playing through the specified slot node.

function
UAnimInstance::IsPostUpdatingAnimation Engine

Returns true if the anim instance is currently in the post-update phase of its animation tick.

function
UAnimInstance::IsUpdateAnimationEnabled Engine

Returns whether the animation update tick is currently enabled for this instance.

function
UAnimInstance::IsUpdatingAnimation Engine

Returns true if the anim instance is currently in the update phase of its animation tick.

function
UAnimInstance::NativeInitializeAnimation Engine

Override in C++ subclasses to perform custom initialization when the animation instance starts.

function
UAnimInstance::NativeLinkedAnimationLayersInitialized Engine

Called after all linked animation layer instances have been initialized and are ready to use.

function
UAnimInstance::NativePostEvaluateAnimation Engine

Called after the anim graph has been evaluated and final bone transforms are computed.

function
UAnimInstance::NativeThreadSafeUpdateAnimation Engine

Called each frame on the worker thread to update animation state in a thread-safe context.

function
UAnimInstance::NativeUninitializeAnimation Engine

Called when the anim instance is being torn down, typically when the owning skeletal mesh component is destroyed or the animation blueprint is changed at runtime.

function
UAnimInstance::NativeUpdateAnimation Engine

Override in C++ subclasses to update animation variables every frame.

function
UAnimInstance::OnUROSkipTickAnimation Engine

Virtual callback invoked when the Update Rate Optimization (URO) system skips the animation tick for this instance.

function
UAnimInstance::ParallelEvaluateAnimation Engine

Called on a worker thread to evaluate the animation graph when ParallelCanEvaluate returns true.

function
UAnimInstance::ParallelUpdateAnimation Engine

Called on a worker thread to perform animation graph update work in parallel with the game thread.

function
USkeletalMeshComponent::PlayAnimation Engine

Plays an animation asset directly on the skeletal mesh, bypassing the Animation Blueprint.

function
UAnimInstance::PlaySlotAnimationAsDynamicMontage Engine

Creates a transient UAnimMontage wrapping the given asset and plays it through the named slot node.

function
UAnimInstance::PlaySlotAnimationAsDynamicMontage_WithBlendArgs Engine

Variant of PlaySlotAnimationAsDynamicMontage that accepts FAlphaBlendArgs structs for blend-in and blend-out, allowing custom easing curves instead of linear blends.

function
UAnimInstance::PlaySlotAnimationAsDynamicMontage_WithBlendSettings Engine

Variant of PlaySlotAnimationAsDynamicMontage that uses FMontageBlendSettings for both blend phases, providing the most complete control including sync-group-aware blending.

function
UAnimInstance::PostEvaluateAnimation Engine

Called after the animation graph has evaluated and produced the final bone transforms.

function
UAnimInstance::PostUpdateAnimation Engine

Called on the game thread after both the main update and parallel update have completed.

function
UAnimInstance::PreEvaluateAnimation Engine

Called immediately before the animation graph evaluates bone transforms.

function
UAnimInstance::StopSlotAnimation Engine

Stops the dynamic montage playing in the given slot node and blends back to the base pose over the specified time.

function
UAnimInstance::UninitializeAnimation Engine

Tears down the animation instance, releasing animation nodes and internal state.

function
UAnimInstance::UpdateAnimation Engine

Main entry point for the game-thread animation update.

property
UAnimInstance::ActiveAnimNotifyEventReference Engine

Array of references to currently active anim notify state events, providing additional context such as the source animation asset and notify index.

function
UAnimInstance::AddExternalNotifyHandler Engine

Registers an external delegate handler for a named anim notify.

function
UAnimInstance::AddNativeStateEntryBinding Engine

Binds a native C++ delegate that fires when the specified state in an animation state machine is entered.

function
UAnimInstance::AddNativeStateExitBinding Engine

Binds a native C++ delegate that fires when the specified state in an animation state machine is exited.

function
UAnimInstance::AddNativeTransitionBinding Engine

Binds a native C++ delegate to an animation state machine transition.

function
UAnimInstance::AddReferencedObjects Engine

Reports non-UPROPERTY UObject references held by this animation instance to the garbage collector.

function
UAnimInstance::BlueprintBeginPlay Engine

Blueprint-implementable event called when BeginPlay is triggered on the owning skeletal mesh component.

function
UAnimInstance::Blueprint_GetMainAnimInstance Engine

Returns the main animation instance hosted directly on the skeletal mesh component.

function
UKismetMathLibrary::BreakQualifiedFrameTime Engine

Decomposes an FQualifiedFrameTime into its constituent frame number, frame rate, and sub-frame offset.

function
UAnimInstance::CalculateDirection Engine

Computes the angle in degrees (–180 to 180) between a velocity vector and a base rotation, projected onto the horizontal plane.

function
UAnimInstance::CanRunParallelWork Engine

Returns whether this anim instance is eligible to run its animation evaluation on a worker thread in parallel with the game thread.

function
ACharacter::ClientAdjustRootMotionPosition Engine deprecated

Client RPC that corrects a simulated proxy's position and montage track when the server detects desync during animation root-motion movement.

function
UAnimInstance::DisplayDebug Engine

Draws animation debug information onto the HUD canvas when the 'Animation' debug category is active via the `showdebug Animation` console command.

function
UAnimInstance::DisplayDebugInstance Engine

Draws per-instance debug information as part of the animation debug hierarchy.

function
UAnimInstance::DynamicMontage_IsPlayingFrom Engine

Returns true if there is currently an active dynamic montage that was created from the specified animation asset.

function
UKismetMathLibrary::Ease Engine

Interpolates between A and B using a named easing function, useful for animated transitions that need non-linear feel.

function
UKismetMathLibrary::FindRelativeLookAtRotation Engine

Returns the local-space rotator (clamped to [-180, 180] per axis) that an object with StartTransform needs to face TargetLocation.

function
UAnimInstance::FindSubsystem Engine

Searches for an animation subsystem of the specified type on this anim instance.

function
UKismetMathLibrary::FromMilliseconds Engine

Constructs an FTimespan from a number of milliseconds.