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50 results for "animation"

class
UKismetAnimationLibrary AnimGraphRuntime

A library of the most common animation Blueprint functions, exposed to Animation Blueprints and general Blueprint graphs alike — two-bone IK, look-at, socket distance/direction queries, Perlin noise, and velocity-from-history helpers.

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UKismetAnimationLibrary::CalculateDirection AnimGraphRuntime

Returns the signed angle in degrees between Velocity and the forward vector of BaseRotation, in the range [-180, 180].

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UKismetAnimationLibrary::K2_CalculateVelocityFromPositionHistory AnimGraphRuntime

Tracks a position over successive calls and returns a smoothed scalar velocity magnitude, optionally normalized into a 0-1 range.

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UKismetAnimationLibrary::K2_CalculateVelocityFromSockets AnimGraphRuntime

Tracks the motion of an offset position on a bone/socket over time — optionally relative to another bone/socket as a moving reference frame — and returns a smoothed, optionally eased velocity magnitude.

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UKismetAnimationLibrary::K2_DirectionBetweenSockets AnimGraphRuntime

Returns the normalized world-space direction vector from one named socket/bone to another on a skeletal mesh.

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UKismetAnimationLibrary::K2_DistanceBetweenTwoSocketsAndMapRange AnimGraphRuntime

Computes the distance between two named sockets or bones on a skeletal mesh, optionally remapping the raw distance into a normalized output range for driving things like blend weights.

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UKismetAnimationLibrary::K2_EndProfilingTimer AnimGraphRuntime

Ends the profiling bracket started by K2_StartProfilingTimer and returns the elapsed time in milliseconds, optionally logging it to the Output Log.

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UKismetAnimationLibrary::K2_LookAt AnimGraphRuntime

Returns a copy of CurrentTransform rotated so a chosen local axis (LookAtVector) points toward TargetPosition, optionally constrained to a cone angle and twisted to align with an up vector.

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UKismetAnimationLibrary::K2_MakePerlinNoiseAndRemap AnimGraphRuntime

Samples 1D Perlin noise at Value and remaps the result into the given output range.

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UKismetAnimationLibrary::K2_MakePerlinNoiseVectorAndRemap AnimGraphRuntime

Samples 3D Perlin noise at (X, Y, Z) independently per axis and remaps each resulting component into its own output range.

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UKismetAnimationLibrary::K2_StartProfilingTimer AnimGraphRuntime

Starts a timer for measuring how long a section of an animation Blueprint graph takes to execute.

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UKismetAnimationLibrary::K2_TwoBoneIK AnimGraphRuntime

Computes the joint and end positions for a two-bone IK chain (like an arm or leg) so it reaches toward an effector target, given an optional joint/pole target to control bend direction.

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UAnimInstance::AppendAnimationCurveList Engine

Appends the current curve values matching the given curve type into the caller-supplied map, adding to whatever entries already exist.

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UAnimInstance::BlueprintInitializeAnimation Engine

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

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UAnimInstance::BlueprintLinkedAnimationLayersInitialized Engine

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

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UAnimInstance::BlueprintPostEvaluateAnimation Engine

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

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UAnimInstance::BlueprintThreadSafeUpdateAnimation Engine

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

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UAnimInstance::BlueprintUpdateAnimation Engine

Blueprint event called every frame to update animation state.

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UAnimInstance::EnableUpdateAnimation Engine

Enables or disables the animation update tick for this instance.

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UAnimInstance::GetAnimationCurveList Engine

Returns a reference to the internal map of curve name/value pairs matching the given curve type.

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UAnimInstance::GetAnimationCurves Engine

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

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UBlendSpace::GetAnimationLengthFromSampleData Engine

Computes the effective animation length for a weighted set of blend samples, accounting for each sample's rate scale.

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UBlendSpace::GetAnimationPose Engine

Extracts a blended pose into OutAnimationPoseData by evaluating each sample in BlendSampleDataCache and combining them according to their weights.

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UAnimInstance::InitializeAnimation Engine

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

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UAnimInstance::IsPlayingSlotAnimation Engine

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

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UAnimInstance::IsPostUpdatingAnimation Engine

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

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UAnimInstance::IsUpdateAnimationEnabled Engine

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

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UAnimInstance::IsUpdatingAnimation Engine

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

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UAnimInstance::NativeInitializeAnimation Engine

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

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UAnimInstance::NativeLinkedAnimationLayersInitialized Engine

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

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UAnimInstance::NativePostEvaluateAnimation Engine

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

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UAnimInstance::NativeThreadSafeUpdateAnimation Engine

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

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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.

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UAnimInstance::NativeUpdateAnimation Engine

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

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UAnimInstance::OnUROSkipTickAnimation Engine

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

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UAnimInstance::ParallelEvaluateAnimation Engine

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

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UAnimInstance::ParallelUpdateAnimation Engine

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

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USkeletalMeshComponent::PlayAnimation Engine

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

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UAnimInstance::PlaySlotAnimationAsDynamicMontage Engine

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

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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.

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UAnimInstance::PlaySlotAnimationAsDynamicMontage_WithBlendSettings Engine

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

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UAnimInstance::PostEvaluateAnimation Engine

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

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UAnimInstance::PostUpdateAnimation Engine

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

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UAnimInstance::PreEvaluateAnimation Engine

Called immediately before the animation graph evaluates bone transforms.

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UAnimInstance::StopSlotAnimation Engine

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

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UAnimInstance::UninitializeAnimation Engine

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

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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.

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UAnimInstance::AddExternalNotifyHandler Engine

Registers an external delegate handler for a named anim notify.

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UCameraComponent::AddExtraPostProcessBlend Engine

Stores a post-process settings/weight pair on the camera for later retrieval, without applying it to the camera's live view.