49 results for "animation" in function
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 read-only map of all evaluated animation curve values for the specified curve type.
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.
Binds a native C++ delegate that fires when the specified state in an animation state machine is entered.
Binds a native C++ delegate that fires when the specified state in an animation state machine is exited.
Binds a native C++ delegate to an animation state machine transition.
Reports non-UPROPERTY UObject references held by this animation instance to the garbage collector.
Blueprint-implementable event called when BeginPlay is triggered on the owning skeletal mesh component.
Returns the main animation instance hosted directly on the skeletal mesh component.
Decomposes an FQualifiedFrameTime into its constituent frame number, frame rate, and sub-frame offset.
Computes the angle in degrees (–180 to 180) between a velocity vector and a base rotation, projected onto the horizontal plane.
Returns whether this anim instance is eligible to run its animation evaluation on a worker thread in parallel with the game thread.
Client RPC that corrects a simulated proxy's position and montage track when the server detects desync during animation root-motion movement.
Draws animation debug information onto the HUD canvas when the 'Animation' debug category is active via the `showdebug Animation` console command.
Draws per-instance debug information as part of the animation debug hierarchy.
Returns true if there is currently an active dynamic montage that was created from the specified animation asset.
Interpolates between A and B using a named easing function, useful for animated transitions that need non-linear feel.
Returns the local-space rotator (clamped to [-180, 180] per axis) that an object with StartTransform needs to face TargetLocation.
Searches for an animation subsystem of the specified type on this anim instance.
Constructs an FTimespan from a number of milliseconds.