48 results for "animation" in function
Returns the signed angle in degrees between Velocity and the forward vector of BaseRotation, in the range [-180, 180].
Tracks a position over successive calls and returns a smoothed scalar velocity magnitude, optionally normalized into a 0-1 range.
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.
Returns the normalized world-space direction vector from one named socket/bone to another on a skeletal mesh.
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.
Ends the profiling bracket started by K2_StartProfilingTimer and returns the elapsed time in milliseconds, optionally logging it to the Output Log.
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.
Samples 1D Perlin noise at Value and remaps the result into the given output range.
Samples 3D Perlin noise at (X, Y, Z) independently per axis and remaps each resulting component into its own output range.
Starts a timer for measuring how long a section of an animation Blueprint graph takes to execute.
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.
Appends the current curve values matching the given curve type into the caller-supplied map, adding to whatever entries already exist.
Blueprint event called once when the anim instance is initialized, before any animation updates.
Blueprint event called when linked animation layers have been initialized on this anim instance.
Blueprint event called after the animation graph has been evaluated and final pose computed.
Thread-safe Blueprint event for updating animation variables during parallel evaluation.
Blueprint event called every frame to update animation state.
Enables or disables the animation update tick for this instance.
Returns a reference to the internal map of curve name/value pairs matching the given curve type.
Returns a read-only map of all evaluated animation curve values for the specified curve type.
Computes the effective animation length for a weighted set of blend samples, accounting for each sample's rate scale.
Extracts a blended pose into OutAnimationPoseData by evaluating each sample in BlendSampleDataCache and combining them according to their weights.
Initializes the animation instance, setting up all animation nodes, state machines, and internal data structures.
Returns true if the given animation asset is currently playing through the specified slot node.
Returns true if the anim instance is currently in the post-update phase of its animation tick.
Returns whether the animation update tick is currently enabled for this instance.
Returns true if the anim instance is currently in the update phase of its animation tick.
Override in C++ subclasses to perform custom initialization when the animation instance starts.
Called after all linked animation layer instances have been initialized and are ready to use.
Called after the anim graph has been evaluated and final bone transforms are computed.
Called each frame on the worker thread to update animation state in a thread-safe context.
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.
Override in C++ subclasses to update animation variables every frame.
Virtual callback invoked when the Update Rate Optimization (URO) system skips the animation tick for this instance.
Called on a worker thread to evaluate the animation graph when ParallelCanEvaluate returns true.
Called on a worker thread to perform animation graph update work in parallel with the game thread.
Plays an animation asset directly on the skeletal mesh, bypassing the Animation Blueprint.
Creates a transient UAnimMontage wrapping the given asset and plays it through the named slot node.
Variant of PlaySlotAnimationAsDynamicMontage that accepts FAlphaBlendArgs structs for blend-in and blend-out, allowing custom easing curves instead of linear blends.
Variant of PlaySlotAnimationAsDynamicMontage that uses FMontageBlendSettings for both blend phases, providing the most complete control including sync-group-aware blending.
Called after the animation graph has evaluated and produced the final bone transforms.
Called on the game thread after both the main update and parallel update have completed.
Called immediately before the animation graph evaluates bone transforms.
Stops the dynamic montage playing in the given slot node and blends back to the base pose over the specified time.
Tears down the animation instance, releasing animation nodes and internal state.
Main entry point for the game-thread animation update.
Registers an external delegate handler for a named anim notify.
Stores a post-process settings/weight pair on the camera for later retrieval, without applying it to the camera's live view.