className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 3 36 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
UAnimToTextureBPLibrary::SetLightMapIndex | /Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h | Utility for setting a StaticMesh LightMapIndex. | AnimToTextureEditor | [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture") static bool SetLightMapIndex ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LODIndex, const int32 LightmapIndex, bool bGenerateLightmapUVs ) | [] |
UAnimToTextureBPLibrary::UpdateMaterialInstanceFromDataAsset | /Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h | Updates a material's parameters to match those of an AnimToTexture DataAsset | AnimToTextureEditor | [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(Category="AnimToTexture")) static void UpdateMaterialInstanceFromDataAsset ( const [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset, class [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * MaterialInstance, const EMaterialParameterAssociation MaterialParameterAssociation ) | [] |
UAnimToTextureBPLibrary::UAnimToTextureBPLibrary | /Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h | AnimToTextureEditor | UAnimToTextureBPLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimToTextureBPLibrary | /Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureBPLibrary.h | The texture can store Vertex positions and normals or Bone positions and rotations. | AnimToTextureEditor | [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAnimToTextureBPLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary) | [] |
VertexSkinWeightFour | /Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureSkeletalMesh.h | AnimToTextureEditor | typedef [TVertexSkinWeight](API\Plugins\AnimToTextureEditor\TVertexSkinWeight)< 4 > VertexSkinWeightFour | [] | |
VertexSkinWeightMax | /Engine/Plugins/Experimental/AnimToTexture/Source/AnimToTextureEditor/Public/AnimToTextureSkeletalMesh.h | AnimToTextureEditor | typedef [TVertexSkinWeight](API\Plugins\AnimToTextureEditor\TVertexSkinWeight)< 12 > VertexSkinWeightMax | [] | |
SAnimationGraphNode::Construct | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | AnimationBlueprintEditor | void Construct ( const [FArguments](API\Editor\AnimationBlueprintEditor\AnimationNodes\SAnimationGraphNode\FArguments) & InArgs, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) | [] | |
SAnimationGraphNode::CreateBelowPinControls | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Override this to add widgets below the pins but above advanced view arrow. | AnimationBlueprintEditor | virtual void CreateBelowPinControls ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SVerticalBox](API\Runtime\SlateCore\Widgets\SVerticalBox) > MainBox ) | [] |
SAnimationGraphNode::CreateNodeFunctionsWidget | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Create below-widget controls for editing anim node functions. | AnimationBlueprintEditor | static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNodeFunctionsWidget ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InAnimNode, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > InUseLowDetail ) | [] |
SAnimationGraphNode::CreateNodeContentArea | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Create the inner node content area, including the left/right pin boxes | AnimationBlueprintEditor | virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNodeContentArea() | [] |
SAnimationGraphNode::CreateNodeTagWidget | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Create below-widget controls for editing anim node tags. | AnimationBlueprintEditor | static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNodeTagWidget ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InAnimNode, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > InUseLowDetail ) | [] |
SAnimationGraphNode::CreateTitleWidget | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | AnimationBlueprintEditor | virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTitleWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SNodeTitle](API\Editor\GraphEditor\SNodeTitle) > InNodeTitle ) | [] | |
ErrorReportingSlotReverseIndex | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Reverse index of the error reporting bar slot. | AnimationBlueprintEditor | static const int32 ErrorReportingSlotReverseIndex = 0; | [] |
WidgetArgsType | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | AnimationBlueprintEditor | typedef FArguments WidgetArgsType | [] | |
SAnimationGraphNode::FArguments::FArguments | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | AnimationBlueprintEditor | FArguments&40;&41; | [] | |
FArguments | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | AnimationBlueprintEditor | struct FArguments : public [TSlateBaseNamedArgs< SAnimationGraphNode >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs) | [] | |
SAnimationGraphNode::GetNodeInfoPopups | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Populate the popups array with any popups to render | AnimationBlueprintEditor | virtual void GetNodeInfoPopups ( [FNodeInfoContext](API\Editor\GraphEditor\FNodeInfoContext) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [FGraphInformationPopupInfo](API\Editor\GraphEditor\FGraphInformationPopupInfo) > & Popups ) const | [] |
SAnimationGraphNode::GetOverlayWidgets | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Populate the widgets array with any overlay widgets to render | AnimationBlueprintEditor | virtual [TArray](API\Runtime\Core\Containers\TArray)< [FOverlayWidgetInfo](API\Editor\GraphEditor\FOverlayWidgetInfo) > GetOverlayWidgets ( bool bSelected, const FVector2D & WidgetSize ) const | [] |
SAnimationGraphNode::IsHidingPinWidgets | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Returns true if the node is hiding its pins | AnimationBlueprintEditor | virtual bool IsHidingPinWidgets() const | [] |
SAnimationGraphNode::ReconfigurePinWidgetsForPropertyBindings | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Tweak any created pin widgets so they respond to bindings. | AnimationBlueprintEditor | static void ReconfigurePinWidgetsForPropertyBindings ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InAnimGraphNode, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > InGraphNodeWidget, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) >([UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *)> InFindWidgetForPin ) | [] |
TagAndFunctionsSlotReverseIndex | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Reverse index of the tag/functions slot. | AnimationBlueprintEditor | static const int32 TagAndFunctionsSlotReverseIndex = 1; | [] |
SAnimationGraphNode::Tick | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation. | AnimationBlueprintEditor | virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime ) | [] |
SAnimationGraphNode | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h | AnimationBlueprintEditor | class SAnimationGraphNode : public [SGraphNodeK2Base](API\Editor\GraphEditor\KismetNodes\SGraphNodeK2Base) | [] | |
IAnimationBlueprintEditor::GetAssetBrowser | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditor.h | Get the asset browser we host | AnimationBlueprintEditor | [IAnimationSequenceBrowser](API\Editor\Persona\IAnimationSequenceBrowser) * GetAssetBrowser() const | [] |
IAnimationBlueprintEditor::GetLastGraphPinTypeUsed | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditor.h | Get the last pin type we used to create a graph pin | AnimationBlueprintEditor | const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & GetLastGraphPinTypeUsed() const | [] |
IAnimationBlueprintEditor::GetPreviewInstance | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditor.h | Get the preview anim instance we are using, which can be a linked instance depending on preview settings | AnimationBlueprintEditor | [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetPreviewInstance() const | [] |
IAnimationBlueprintEditor::SetLastGraphPinTypeUsed | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditor.h | Set the last pin type we used to create a graph pin | AnimationBlueprintEditor | void SetLastGraphPinTypeUsed ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InType ) | [] |
IAnimationBlueprintEditorModule::CreateAnimationBlueprintEditor | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h | Note: This function should not be called directly, use one of the following instead: | AnimationBlueprintEditor | [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationBlueprintEditor](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditor) > CreateAnimationBlueprintEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, class [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * Blueprint ) | [] |
IAnimationBlueprintEditor | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditor.h | AnimationBlueprintEditor | class IAnimationBlueprintEditor : public [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor), public [IHasPersonaToolkit](API\Editor\Persona\IHasPersonaToolkit) | [] | |
FAnimationBlueprintEditorToolbarExtender | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h | Get all toolbar extenders | AnimationBlueprintEditor | typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationBlueprintEditor](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditor) > > FAnimationBlueprintEditorToolbarExtender | [] |
FOnGetCustomDebugObjects | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h | AnimationBlueprintEditor | typedef TMulticastDelegate_TwoParams< void, const [IAnimationBlueprintEditor](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditor) &, [TArray](API\Runtime\Core\Containers\TArray)< [FCustomDebugObject](API\Editor\Kismet\FCustomDebugObject) > & > FOnGetCustomDebugObjects | [] | |
IAnimationBlueprintEditorModule::GetAllAnimationBlueprintEditorToolbarExtenders | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h | AnimationBlueprintEditor | [TArray](API\Runtime\Core\Containers\TArray)< [FAnimationBlueprintEditorToolbarExtender](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditorModule\FAnimationBluepr-) > & GetAllAnimationBlueprintEditorToolbarExtenders() | [] | |
IAnimationBlueprintEditorModule::OnGetCustomDebugObjects | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h | AnimationBlueprintEditor | [FOnGetCustomDebugObjects](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditorModule\FOnGetCustomDebu-) & OnGetCustomDebugObjects() | [] | |
IAnimationBlueprintEditorModule | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h | AnimationBlueprintEditor | class IAnimationBlueprintEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility) | [] | |
FOnUpdateSettingsMulticaster | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationBlueprintEditorSettings.h | AnimationBlueprintEditor | typedef TMulticastDelegate_TwoParams< void, const [UAnimationBlueprintEditorSettings](API\Editor\AnimationBlueprintEditor\UAnimationBlueprintEditorSetting-) *, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) > FOnUpdateSettingsMulticaster | [] | |
UAnimationBlueprintEditorSettings::PostEditChangeProperty | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationBlueprintEditorSettings.h | Called when a property on this object has been modified externally | AnimationBlueprintEditor | virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UAnimationBlueprintEditorSettings::RegisterOnUpdateSettings | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationBlueprintEditorSettings.h | AnimationBlueprintEditor | [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnUpdateSettings ( const FOnUpdateSettingsMulticaster::FDelegate & Delegate ) | [] | |
UAnimationBlueprintEditorSettings::UnregisterOnUpdateSettings | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationBlueprintEditorSettings.h | AnimationBlueprintEditor | void UnregisterOnUpdateSettings ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Object ) | [] | |
UAnimationBlueprintEditorSettings | /Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationBlueprintEditorSettings.h | Settings for the Animation Blueprint Editor. | AnimationBlueprintEditor | class UAnimationBlueprintEditorSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [
{
"type": "bool",
"name": "bPoseWatchSelectedNodes",
"description": "If true, automatically pose watch selected nodes."
},
{
"type": "bool",
"name": "bShowGraphCornerText",
"description": "Whether to display the corner text in an animation graph."
},
{
"type": "FOnUpdateSettin...... |
FAnimPose::GenerateWorldSpaceTransforms | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | (Re-)Generates the world space transforms using populated local space data | AnimationBlueprintLibrary | void GenerateWorldSpaceTransforms() | [] |
FAnimPose::GetPose | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | Populates anFCompactPoseusing the contained bone data | AnimationBlueprintLibrary | void GetPose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & InOutCompactPose ) const | [] |
FAnimPose::Init | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | Initializes the various arrays, using and copying the provided bone container | AnimationBlueprintLibrary | void Init ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & InBoneContainer ) | [] |
FAnimPose::IsInitialized | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | Whether or not the contained data was initialized and can be used to store a pose | AnimationBlueprintLibrary | bool IsInitialized() const | [] |
FAnimPose::IsPopulated | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | Whether or local space pose data has been populated | AnimationBlueprintLibrary | bool IsPopulated() const | [] |
FAnimPose::IsValid | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | Returns whether or not the pose data was correctly initialized and populated | AnimationBlueprintLibrary | bool IsValid() const | [] |
FAnimPose::SetPose | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | Generates the contained bone data using the provided Component and its AnimInstance | AnimationBlueprintLibrary | void SetPose ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component ) | [] |
FAnimPose::Reset | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | Resets all contained data, rendering the instance invalid | AnimationBlueprintLibrary | void Reset() | [] |
FAnimPose::SetPose | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | Generates the contained bone data using the provided CompactPose | AnimationBlueprintLibrary | void SetPose ( const [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & PoseData ) | [] |
FAnimPose::SetToRefPose | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | Copies the reference pose to animated pose data | AnimationBlueprintLibrary | void SetToRefPose() | [] |
FAnimPose | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | Script friendly representation of an evaluated animation bone pose | AnimationBlueprintLibrary | struct FAnimPose | [
{
"type": "TArray< int32 >",
"name": "BoneIndices",
"description": ""
},
{
"type": "TArray<FName>",
"name": "BoneNames",
"description": ""
},
{
"type": "TArray<FName>",
"name": "CurveNames",
"description": ""
},
{
"type": "TArray< float >",
"name": "CurveValue... |
FOnNotifyReplaced | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Delegate called when a notify was replaced | AnimationBlueprintLibrary | class FOnNotifyReplaced | [] |
FOnNotifyStateReplaced | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Delegate called when a notify state was replaced | AnimationBlueprintLibrary | class FOnNotifyStateReplaced | [] |
UAnimationAttributeBlueprintLibrary::Generic_GetAttributeKey | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h | AnimationBlueprintLibrary | static bool Generic_GetAttributeKey ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > AnimationDataModel, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, float Time, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct, void * Value ) | [] | |
UAnimationAttributeBlueprintLibrary::Generic_GetAttributeKeys | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h | AnimationBlueprintLibrary | static bool Generic_GetAttributeKeys ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > AnimationDataModel, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, void * ValuesArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ValuesArrayProperty ) | [] | |
UAnimationAttributeBlueprintLibrary::Generic_SetAttributeKey | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h | AnimationBlueprintLibrary | static bool Generic_SetAttributeKey ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) > AnimationDataController, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, float Time, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct, const void * Value ) | [] | |
UAnimationAttributeBlueprintLibrary::Generic_SetAttributeKeys | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h | AnimationBlueprintLibrary | static bool Generic_SetAttributeKeys ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) > AnimationDataController, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const void * ValuesArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ValuesArrayProperty ) | [] | |
UAnimationAttributeBlueprintLibrary::GetAttributeKey | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h | AnimationBlueprintLibrary | static bool GetAttributeKey ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > AnimationDataModel, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, float Time, int32 & Value ) | [] | |
UAnimationAttributeBlueprintLibrary::SetAttributeKey | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h | AnimationBlueprintLibrary | static bool SetAttributeKey ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) > AnimationDataController, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, float Time, const int32 & Value ) | [] | |
UAnimationAttributeBlueprintLibrary::GetAttributeKeys | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h | AnimationBlueprintLibrary | static bool GetAttributeKeys ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) > AnimationDataModel, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutTimes, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Values ) | [] | |
FAnimPoseEvaluationOptions | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h | AnimationBlueprintLibrary | struct FAnimPoseEvaluationOptions | [
{
"type": "bool",
"name": "bEvaluateCurves",
"description": "Whether or not to evaluate Animation Curves."
},
{
"type": "bool",
"name": "bExtractRootMotion",
"description": "Whether or not to extract root motion values."
},
{
"type": "bool",
"name": "bIncorporateRootMotionInt... | |
UAnimationAttributeBlueprintLibrary::SetAttributeKeys | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h | AnimationBlueprintLibrary | static bool SetAttributeKeys ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) > AnimationDataController, const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & AttributeIdentifier, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Values ) | [] | |
UAnimationAttributeBlueprintLibrary | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationAttributeBlueprintLibrary.h | AnimationBlueprintLibrary | class UAnimationAttributeBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary) | [] | |
UAnimationBlueprintLibrary::AddAnimationNotifyEvent | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds an Animation Notify Event to Notify track in the given Animation with the given Notify creation data | AnimationBlueprintLibrary | static [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify) * AddAnimationNotifyEvent ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName, float StartTime, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify) > NotifyClass ) | [] |
UAnimationBlueprintLibrary::AddAnimationNotifyStateEvent | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds an Animation Notify State Event to Notify track in the given Animation with the given Notify State creation data | AnimationBlueprintLibrary | static [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState) * AddAnimationNotifyStateEvent ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName, float StartTime, float Duration, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState) > NotifyStateClass ) | [] |
UAnimationBlueprintLibrary::AddAnimationNotifyEventObject | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds an the specific Animation Notify to the Animation Sequence (requires Notify's outer to be the Animation Sequence) | AnimationBlueprintLibrary | static void AddAnimationNotifyEventObject ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, float StartTime, [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify) * Notify, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName ) | [] |
UAnimationBlueprintLibrary::AddAnimationNotifyStateEventObject | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds an the specific Animation Notify State to the Animation Sequence (requires Notify State's outer to be the Animation Sequence) | AnimationBlueprintLibrary | static void AddAnimationNotifyStateEventObject ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, float StartTime, float Duration, [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState) * NotifyState, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName ) | [] |
UAnimationBlueprintLibrary::AddAnimationNotifyTrack | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds an Animation Notify Track to the Animation Sequence | AnimationBlueprintLibrary | static void AddAnimationNotifyTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TrackColor ) | [] |
UAnimationBlueprintLibrary::AddAnimationSyncMarker | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds an Animation Sync Marker to Notify track in the given Animation with the corresponding Marker Name and Time | AnimationBlueprintLibrary | static void AddAnimationSyncMarker ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) MarkerName, float Time, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName ) | [] |
UAnimationBlueprintLibrary::AddCurveInternal | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Returns true if successfully added, false if it was already existing. | AnimationBlueprintLibrary | static bool AddCurveInternal ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, int32 CurveFlags, ERawCurveTrackTypes SupportedCurveType ) | [] |
UAnimationBlueprintLibrary::AddCurve | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds an Animation Curve by Type and Name to the given Animation Sequence | AnimationBlueprintLibrary | static void AddCurve ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, ERawCurveTrackTypes CurveType, bool bMetaDataCurve ) | [] |
UAnimationBlueprintLibrary::AddCurveKeysInternal | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Curve helper functions. | AnimationBlueprintLibrary | template<typename [DataType](API\Plugins\OptimusCore\DataType), typename CurveClass, ERawCurveTrackTypes CurveType> static void AddCurveKeysInternal ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< [DataType](API\Plugins\OptimusCore\DataType) > & KeyData ) | [] |
UAnimationBlueprintLibrary::AddFloatCurveKey | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds a Float Key to the specified Animation Curve inside of the given Animation Sequence | AnimationBlueprintLibrary | static void AddFloatCurveKey ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const float Time, const float Value ) | [] |
UAnimationBlueprintLibrary::AddFloatCurveKeys | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds a multiple of Float Keys to the specified Animation Curve inside of the given Animation Sequence | AnimationBlueprintLibrary | static void AddFloatCurveKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Values ) | [] |
UAnimationBlueprintLibrary::AddMetaData | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Creates and Adds an instance of the specified MetaData Class to the given Animation Asset | AnimationBlueprintLibrary | static void AddMetaData ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) > MetaDataClass, [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) *& MetaDataInstance ) | [] |
UAnimationBlueprintLibrary::AddMetaDataObject | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds an instance of the specified MetaData Class to the given Animation Asset (requires MetaDataObject's outer to be the Animation Asset) | AnimationBlueprintLibrary | static void AddMetaDataObject ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * MetaDataObject ) | [] |
UAnimationBlueprintLibrary::AddNodeAssetOverride | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds an Animation Asset override for the provided AnimationBlueprint, replacing any instance of Target with Override | AnimationBlueprintLibrary | static void AddNodeAssetOverride ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * AnimBlueprint, const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Target, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Override, bool bPrintAppliedOverrides ) | [] |
UAnimationBlueprintLibrary::AddVectorCurveKeys | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds a multiple of Vector Keys to the specified Animation Curve inside of the given Animation Sequence | AnimationBlueprintLibrary | static void AddVectorCurveKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vectors ) | [] |
UAnimationBlueprintLibrary::AddTransformationCurveKey | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds a Transformation Key to the specified Animation Curve inside of the given Animation Sequence | AnimationBlueprintLibrary | static void AddTransformationCurveKey ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const float Time, const FTransform & Transform ) | [] |
UAnimationBlueprintLibrary::AddTransformationCurveKeys | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds a multiple of Transformation Keys to the specified Animation Curve inside of the given Animation Sequence | AnimationBlueprintLibrary | static void AddTransformationCurveKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Transforms ) | [] |
UAnimationBlueprintLibrary::AddVectorCurveKey | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds a Vector Key to the specified Animation Curve inside of the given Animation Sequence | AnimationBlueprintLibrary | static void AddVectorCurveKey ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const float Time, const FVector Vector ) | [] |
UAnimationBlueprintLibrary::AddVirtualBone | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Adds a Virtual Bone between the Source and Target Bones to the given Animation Sequence | AnimationBlueprintLibrary | static void AddVirtualBone ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) SourceBoneName, [FName](API\Runtime\Core\UObject\FName) TargetBoneName, [FName](API\Runtime\Core\UObject\FName) & VirtualBoneName ) | [] |
UAnimationBlueprintLibrary::ContainsMetaDataOfClass | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Checks whether or not the given Animation Asset contains Meta Data Instance of the specified Meta Data Class | AnimationBlueprintLibrary | static bool ContainsMetaDataOfClass ( const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) > MetaDataClass ) | [] |
UAnimationBlueprintLibrary::CopyAnimationCurveNamesToSkeleton | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Ensures that any curve names that do not exist on the NewSkeleton are added to it, in which case the SmartName on the actual curve itself will also be updated | AnimationBlueprintLibrary | static void CopyAnimationCurveNamesToSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * OldSkeleton, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * NewSkeleton, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * SequenceBase, ERawCurveTrackTypes CurveType ) | [] |
UAnimationBlueprintLibrary::CopyAnimNotifiesFromSequence | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Copies animation notifies from Src Animation Sequence to Dest. Creates anim notify tracks as necessary. Returns true on success. | AnimationBlueprintLibrary | static void CopyAnimNotifiesFromSequence ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * SourceAnimationSequenceBase, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * DestinationAnimationSequenceBase, bool bDeleteExistingNotifies ) | [] |
UAnimationBlueprintLibrary::DoesBoneCurveNameExistInternal | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Deprecated* This function is no longer used. | AnimationBlueprintLibrary | static bool DoesBoneCurveNameExistInternal ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [FName](API\Runtime\Core\UObject\FName) BoneName ) | [] |
UAnimationBlueprintLibrary::DoesBoneNameExistInternal | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | AnimationBlueprintLibrary | static bool DoesBoneNameExistInternal ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [FName](API\Runtime\Core\UObject\FName) BoneName ) | [] | |
UAnimationBlueprintLibrary::DoesBoneNameExist | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Checks whether or not the given Bone Name exist on the Skeleton referenced by the given Animation Sequence | AnimationBlueprintLibrary | static void DoesBoneNameExist ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) BoneName, bool & bExists ) | [] |
UAnimationBlueprintLibrary::DoesCurveExist | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Checks whether or not the given Curve Name exist on the Skeleton referenced by the given Animation Sequence | AnimationBlueprintLibrary | static bool DoesCurveExist ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, ERawCurveTrackTypes CurveType ) | [] |
UAnimationBlueprintLibrary::DoesSmartNameExist | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Deprecated* This function is no longer used. | AnimationBlueprintLibrary | static bool DoesSmartNameExist ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) Name ) | [] |
UAnimationBlueprintLibrary::DoesVirtualBoneNameExistInternal | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | AnimationBlueprintLibrary | static bool DoesVirtualBoneNameExistInternal ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [FName](API\Runtime\Core\UObject\FName) BoneName ) | [] | |
UAnimationBlueprintLibrary::EvaluateRootBoneTimecodeAttributesAtTime | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | AnimationBlueprintLibrary | static bool EvaluateRootBoneTimecodeAttributesAtTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const float EvalTime, [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & OutQualifiedFrameTime ) | [] | |
UAnimationBlueprintLibrary::EvaluateRootBoneTimecodeSubframeAttributeAtTime | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Since the subframe component ofFFrameTimeis clamped to the range [0.0, 1.0), it cannot accurately represent the use case where the timecode metadata represents subframe values as whole numbered subframes instead of as a percentage of a frame the way the engine does. The subframe component of theFQualifiedFrameTimereturned byEvaluateRootBoneTimecodeAttributesAtTime()may not reflect the authored subframe metadata in that case. | AnimationBlueprintLibrary | static bool EvaluateRootBoneTimecodeSubframeAttributeAtTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const float EvalTime, float & OutSubframe ) | [] |
UAnimationBlueprintLibrary::FinalizeBoneAnimation | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Apply all the changes made to Bone Tracks to Finalize. This triggers recompression. Note that this is expensive, but will require to get correct compressed data | AnimationBlueprintLibrary | static void FinalizeBoneAnimation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence ) | [] |
UAnimationBlueprintLibrary::FindBonePathToRoot | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Finds the Bone Path from the given Bone to the Root Bone | AnimationBlueprintLibrary | static void FindBonePathToRoot ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) BoneName, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BonePath ) | [] |
UAnimationBlueprintLibrary::GetAdditiveAnimationType | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Retrieves the Additive Animation type for the given Animation Sequence | AnimationBlueprintLibrary | static void GetAdditiveAnimationType ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EAdditiveAnimationType > & AdditiveAnimationType ) | [] |
UAnimationBlueprintLibrary::GetAdditiveBasePoseType | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Retrieves the Additive Base Pose type for the given Animation Sequence | AnimationBlueprintLibrary | static void GetAdditiveBasePoseType ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EAdditiveBasePoseType > & AdditiveBasePoseType ) | [] |
UAnimationBlueprintLibrary::GetAnimationCurveNames | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Retrieves the Names of the individual float curves for the given Animation Sequence | AnimationBlueprintLibrary | static void GetAnimationCurveNames ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, ERawCurveTrackTypes CurveType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & CurveNames ) | [] |
UAnimationBlueprintLibrary::GetAnimationGraphs | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Returns all Animation Graphs contained by the provided Animation Blueprint | AnimationBlueprintLibrary | static void GetAnimationGraphs ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * AnimationBlueprint, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph) * > & AnimationGraphs ) | [] |
UAnimationBlueprintLibrary::GetAnimationInterpolationType | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Retrieves the Animation Interpolation type for the given Animation Sequence | AnimationBlueprintLibrary | static void GetAnimationInterpolationType ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, EAnimInterpolationType & InterpolationType ) | [] |
UAnimationBlueprintLibrary::GetAnimationNotifyEvents | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimationBlueprintLibrary.h | Retrieves all Animation Notify Events found within the given Animation Sequence | AnimationBlueprintLibrary | static void GetAnimationNotifyEvents ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) > & NotifyEvents ) | [] |
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