50 results for "montage"
An animation asset that sequences animation segments into named sections, supports blend in/out, and can be played, stopped, and jumped between sections at runtime via UAnimInstance.
Synchronizes a follower montage on this instance to track the position and play rate of a leader montage on another (or the same) anim instance.
Breaks the sync link established by MontageSync_Follow so that the follower montage resumes independent playback.
Returns the current blend-in or blend-out time remaining for the montage in seconds.
Returns a pointer to the FOnMontageBlendingOutStarted delegate for the given montage instance, enabling inspection or late binding after the montage has started playing.
Returns the name of the section currently playing in the specified montage.
Returns the actual playback speed of the montage as seen in-game, incorporating both the instance play rate and the montage asset's RateScale.
Returns a pointer to the FOnMontageEnded delegate for the specified montage instance, allowing callers to inspect or directly bind to it after the fact.
Returns true if the montage is not currently active — either it was never started, has fully ended, or is in a blend-out phase.
Returns the section index that will play after the specified section, respecting any per-instance section redirects set via Montage_SetNextSection.
Returns the play rate set on the montage instance.
Returns the current playback position of the montage in seconds from the start of the asset.
Returns a pointer to the FOnMontageSectionChanged delegate for the given montage instance, allowing inspection or late binding of a section-changed callback.
Returns true if the specified montage is currently active (playing or blending out).
Returns true if the specified montage is currently active and playing (not paused, not blending out).
Immediately moves the montage playback position to the start of the named section.
Jumps the montage playback position to the end of the named section rather than its start.
Pauses the specified montage at its current position.
Plays an animation montage on this anim instance.
Plays a UAnimMontage asset with a custom blend-in specified by FAlphaBlendArgs, overriding the blend-in time baked into the montage asset.
Plays a UAnimMontage with fully customized blend-in settings via FMontageBlendSettings, which supports BlendProfiles for per-bone weighting in addition to the curve and timing options of FAlphaBlendArgs.
Resumes a previously paused montage from the position at which it was paused.
Binds a delegate that fires once a montage has finished blending in and reached full weight.
Binds a delegate that fires the moment a montage begins its blend-out phase — earlier than the end delegate, while the animation is still visible and weight is non-zero.
Binds a delegate that fires when a montage finishes playing and its instance is fully stopped.
Changes which section plays next after the specified section at runtime, overriding the static next-section link defined in the montage asset.
Changes the playback speed of an active montage without restarting it.
Jumps the montage playhead to a specific time position without restarting it.
Binds a delegate that fires each time the active montage transitions to a new section, enabling section-driven game logic such as combo windows or state changes keyed to montage sections.
Stops a playing animation montage, blending it out over InBlendOutTime seconds.
Stops all active montages belonging to the named slot group, blending each out over the specified duration.
Stops a montage and blends it out using the provided FAlphaBlendArgs, overriding the blend-out values stored in the montage asset.
Stops a montage with fully customized blend-out settings via FMontageBlendSettings, supporting BlendProfiles for per-bone weighting during blend-out.
Returns the current local blend weight (0–1) of any montage playing in the named slot.
Recalculates and returns the local montage blend weight for the named slot by iterating active montage instances directly.
Removes all internal tracking references to a montage instance — slot weight maps, active instance lists, and slot node bookkeeping — in preparation for its destruction.
Destroys any montage instances that have reached zero weight and are queued for removal.
Returns true if there is currently an active dynamic montage that was created from the specified animation asset.
Returns the active FAnimMontageInstance for a specific UAnimMontage asset, or nullptr if that montage is not currently playing.
Returns the currently active (topmost weight-contributing) montage instance, or nullptr if no montage is playing.
Returns a pointer to the first active montage found on this anim instance.
Returns the animation montage currently playing on the character's mesh, or nullptr if no montage is active.
Returns the FAnimMontageInstance for a given montage regardless of whether it is actively playing or in its blend-out phase.
Returns the frame counter value from the last time completed montages were flushed.
Returns the FAnimMontageInstance with the given unique ID, enabling reliable lookup of a specific instance even when the same montage asset is playing multiple times concurrently.
Returns the FAnimMontageInstance currently driving root motion on this character's animation instance, or nullptr if no root-motion montage is active.
Returns a pointer to the currently active montage instance that is providing root motion, or nullptr if no montage is currently driving root motion.
Returns the global blend weight (0–1) contributed by the montage playing in the named slot, factoring in the overall montage weight in the animation graph.
Returns the local blend weight (0–1) of any montage active in the named slot, without factoring in parent blend node weights.
Returns true if at least one montage is currently in the active list on this anim instance, including those that are blending out.