UTBLCharacterAnimInstance¶
#include <TBLCharacterAnimInstance.h>
Inherits from UTBLAnimInstance, UAnimInstance
Inherited by UTBLCharacterAnimInstance_Customization, UTBLCharacterAnimInstance_Peasant, UTBLCharacterAnimInstance_Playable
Public Functions¶
Name | |
---|---|
void | AnimNotify_DropWeapon() |
void | AnimNotify_Revive() |
void | AnimNotify_ShieldAttach() |
void | AnimNotify_ShieldDetach() |
void | AnimNotify_UseItem() |
void | AnimNotify_WeaponAttach() |
void | AnimNotify_WeaponDetach() |
void | BlueprintOnAnimationSetChanged() |
void | CarryableSectionChanged(UAnimMontage * Montage, int32 NextSection) |
void | CustomizationStandToWeapon(UAnimMontage * Montage, bool bInterrupted) |
void | CustomizationWeaponToStand(UAnimMontage * Montage, bool bInterrupted) |
void | DisableAttackRootMotion() |
void | DisableSpawnRootMotion(FName AnimationName) |
bool | DoesAttackHaveActivateAbilityNotify(FName AttackName) |
void | EventCarryableCharacter(FName EventName, ATBLCharacter * ParentCharacter) |
void | EventDamageNoInterrupt(const FAnimDamageParams & DamageEvent) |
void | EventFreezeRagdollPhysics() |
void | EventHiddenPositionUpdate() |
void | EventOnCameraOffsetBegin() |
void | EventOnCameraOffsetEnd(float AngleOffset) |
void | EventOnCombatStateBegin(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState) |
void | EventOnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState) |
void | EventOnCombatStateEnd(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState) |
void | EventOnCrowdControl(FName InCombatState, const FAnimDamageParams & DamageEvent, [[ECrowdControlVariant]] CrowdControlVariant) |
void | EventOnDash(float InDashDirection) |
void | EventOnDashCooldownFinished() |
void | EventOnDisarm() |
void | EventOnGetUp(FName Direction) |
void | EventOnHitAfterDeath(const FAnimDeathParams & Params) |
void | EventOnHorseDismounted([[EDismountType]] DismountType) |
void | EventOnHorseMounted() |
void | EventOnHorseStartDismount(FName Direction) |
void | EventOnHorseStartMount(FName Direction) |
void | EventOnInterrupt(const FAnimDamageParams & DamageEvent) |
void | EventOnJump() |
void | EventOnKilled(const FAnimDeathParams & Params) |
void | EventOnLanded() |
void | EventOnMeleeHitSuccess(FName AttackName, FName AttackComboState) |
void | EventOnMissingLimb(FName Condition) |
void | EventOnMovementActionStarted(FName MovementName, FRotator Direction) |
void | EventOnMovementDirectionChanged() |
void | EventOnMovementStateChanged(FName InMovementState, FName InPreviousMovementState) |
void | EventOnSiegeDismounted([[EDismountType]] DismountType) |
void | EventOnSiegeMounted() |
void | EventOnSignificanceChanged() |
void | EventOnSprintStart() |
void | EventOnSprintState(FName SprintState) |
void | EventOnSprintStop(bool bIsHoldingMoveKey) |
void | EventOnStartAttack(FName InAbilityName, FName InCombatState, FName InComboState, UAttackType * InAttackType) |
void | EventOnStrafeStop() |
void | EventOnWantsToGallop(bool bWantsToGallop) |
void | EventSpawnMontageComplete(const FName & AnimationName) |
void | EventSpawnMontageStart(const FName & AnimationName) |
void | EventUnfreezeRagdollPhysics() |
void | EventVOPlaying(bool IsPlaying) |
UAnimationSet * | GetAnimationSetFromData(FAnimationSetDataTable AnimInfo) |
void | GetCurrentLadderRootMotion(FVector & OutTranslation, FRotator & OutRotation, FName SectionName, bool bEndAnimation) |
void | GetCurrentRootMotion(FVector & OutTranslation, FRotator & OutRotation, UAnimMontage * Montage, FName SectionName, bool bEndAnimation, float Position) |
float | GetCurrentSpawnAnimationTime() |
void | GetCurrentSpawnRootMotion(FVector & OutTranslation, FRotator & OutRotation, FName AnimationName, float Position) |
FVector | GetHorseDismountOffset(FName AnimationName) |
float | GetInventoryAnimationLength() |
FVector | GetLadderMountOffset(bool MountUp, bool bFromTop) |
float | GetMountAnimationLength(bool MountUp, FName Direction) |
float | GetPeasantAnimationLength(FName InCombatState) |
float | GetPhysicsSpawnTime(FName AnimationName) |
void | GetSpawnMontage(FName AnimationName, UAnimMontage *& Montage, FName & MontageName, FName & SectionName) |
int32 | GetStopAnimGraphValue() |
void | HideBones(TArray< FName > BoneList, TArray< FName > VisibleBones) |
void | HideUnusedBonesOnServer() |
void | LadderMontageEnded(UAnimMontage * Montage, bool bInterrupted) |
void | LadderSectionChanged(UAnimMontage * Montage, int32 NextSection) |
void | NotifyCompleteDeathAnimation() |
void | OnAnimationComplete() |
void | OnAnimationSetChanged(FName AnimSetName, FAnimationSetDataTable AnimInfo, AInventoryItem * InventoryItem) |
void | OnBackToIdleTimer() |
void | OnCarryableCharacterEvent(FName EventName, ATBLCharacter * ParentCharacter) |
void | OnCarryableParent_CombatStateBegin(AActor * Actor, FName InCombatStateName, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState) |
void | OnChildAttachedToMesh(USceneComponent * Child) |
void | OnCombatStateBegin(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState) |
void | OnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState) |
void | OnCombatStateEvent(AActor * Actor, FName EventName, const FAttackInfo & EventAttackInfo) |
void | OnConditionAdded(AActor * Actor, [[EConditionType]] Condition) |
void | OnCrowdControl(FName InCombatState, const FAnimDamageParams & DamageEvent, [[ECrowdControlVariant]] CrowdControlVariant) |
void | OnCrowdControlNoDamage(AActor * OwningActor, FName InCombatState, FCrowdControlParams CrowdControlParams) |
void | OnCustomizationApplied(const FCustomizationContext & Context) |
void | OnDismount(AActor * AttachParent, [[EDismountType]] DismountType) |
void | OnEquippedItemsChanged() |
void | OnFreezeRagdollPhysics() |
void | OnGetUp(FName Direction) |
void | OnKilled(const FDeathDamageTakenEvent & Event) |
void | OnMeleeSuccess(ATBLCharacter * DamagedCharacter) |
void | OnMount(AActor * AttachParent, USiegeMountPoint * MountPoint) |
void | OnMovementActionFinished(FName MovementName) |
void | OnMovementActionStarted(FName MovementName, FRotator Direction) |
void | OnMovementStateChanged(FName NewMovementState) |
void | OnMovementStateUpdate(float DeltaSeconds) |
void | OnParryInEnded(UAnimMontage * Montage, bool bInterrupted) |
void | OnParrySuccess(ATBLCharacter * ThisCharacter, ATBLCharacter * OtherCharacter, FParryEventState ParryEventState) |
void | OnPostDamage(const FDamageTakenEvent & DamageEvent, const FPostDamageEventInfo & PostDamageInfo) |
void | OnRagdollHitFxEvent(AActor * HitTaker, AActor * HitCauser, AInventoryItem * Weapon, const [[FHitResult]] & HitResult, const FVector & HitDirection, float Damage, UDamageSource * DamageSource, AActor * Projectile, FName AttackName) |
void | OnRecentlyRendered(bool bInRecentlyRendered) |
void | OnResetForAnimInstancePool() |
void | OnSetRagdollPhysics() |
void | OnSignificanceChanged([[ECharacterSignificanceLevel]] InSignificance) |
void | OnSpawnAnimationComplete(UAnimMontage * Montage, bool bInterrupted) |
void | OnSprintTurn() |
void | OnStartAttack() |
void | OnSwitchAttack() |
void | OnUnfreezeRagdollPhysics() |
void | OnVault(AVaultMarker * VaultMarker) |
void | OnWasHitEarly(const FEarlyHitResult & EarlyHit) |
void | PlayCombatStateMontage(FName InCombatState, FName MontageName, FName SectionName, UAnimationSet * AnimSet) |
void | PlayDeathAnimation() |
void | PlayHorseDismountAnimation(FName AnimationName) |
void | PlayHorseLandedAnimation() |
void | PlayHorseMountAnimation(FName AnimationName) |
void | PlayInventoryAnimation(FName Animation, AInventoryItem * Item) |
float | PlayInventoryItemEquipped(AInventoryItem * Item) |
float | PlayInventoryItemUnequipped(AInventoryItem * Item) |
float | PlayInventoryItemUse(AInventoryItem * Item, bool bPickup) |
void | PlayLadderAnimation(FName SectionName) |
void | PlaySpawnAnimation(FName AnimationName) |
void | ReverseLadderAnimation() |
void | SetDeathAnimationParameters(const FDamageTakenEvent & Event, uint32 RandomSeed) |
void | SetOnHorse(bool bIsOnHorse) |
bool | ShouldStopAnimGraph() |
void | StartAttack(bool bIsHeavy) |
void | StartParryAttack(UAnimationSet * AnimSet) |
void | StartPeasantAnimation(FName InCombatState) |
void | StopCurrentCombatStateMontage(FName NewCombatState, float BlendTime) |
void | TriggerRagdoll() |
UTBLCharacterAnimInstance() | |
void | UpdateFootStepSounds(float DeltaSeconds, bool bHidden) |
Public Attributes¶
Name | |
---|---|
FName | AbilityName |
float | AimPitch |
FRotator | AimRotation |
TMap< FName, FName > | AltCombatStates |
TMap< FName, FName > | AltDeflectSections |
TMap< FName, FName > | AltFeintToParrySections |
TMap< FName, FName > | AltParryStartSections |
TMap< FName, FName > | AltParrySuccessSections |
[[EAnimGraphBranch01]] | AnimGraphBranch01 |
UAnimationSet * | AnimationSetBase |
UAnimationSet * | AnimationSetBase1P |
UAnimationSet * | AnimationSetBase3P |
UAnimationSet * | AnimationSetBaseDeath |
UAnimationSet * | AnimationSetBaseMount |
UAnimationSet * | AnimationSetBaseSiege |
TSubclassOf< UAnimationSet > | AnimationSetDeath1P_Default |
TSubclassOf< UAnimationSet > | AnimationSetDeath3P_Default |
TSubclassOf< UAnimationSet > | AnimationSetMount_Class_Default |
FName | AnimationSetName |
FName | AnimationSetName_OffHand |
TSubclassOf< UAnimationSet > | AnimationSetOffhand1P_Class_Default |
TSubclassOf< UAnimationSet > | AnimationSetOffhand3P_Class_Default |
TSubclassOf< UAnimationSet > | AnimationSetPeasant_Class_Default |
TSubclassOf< UAnimationSet > | AnimationSetSiege_Class_Default |
TArray< FName > | AttackStates |
UAttackType * | AttackType |
float | AttackWindupWeight |
UTBLBatteringRamAnimInstance * | BatteringRamAnimBP |
ATBLCharacter * | CarryableParentCharacter |
UAnimationSet * | CharAnimationSet |
UAnimationSet * | CharAnimationSet1P |
UAnimationSet * | CharAnimationSet3P |
UAnimationSet * | CharAnimationSetDeath |
UAnimationSet * | CharAnimationSetMount |
UAnimationSet * | CharAnimationSetOffHand |
UAnimationSet * | CharAnimationSetOffHand1P |
UAnimationSet * | CharAnimationSetOffHand3P |
UAnimationSet * | CharAnimationSetPeasant |
UAnimationSet * | CharAnimationSetSiege |
float | CharMoveWeight |
UAnimationSet * | CharPreviousAnimationSet |
FName | CombatState |
UCombatState * | CombatStateBlueprint |
float | CombatStatePercent |
UDataTable * | ComboBlendTimeDataTable |
TMap< FComboMontageRule, FName > | ComboMontageRules |
FName | ComboState |
FAttackMontage | CurrentAttackMontage |
FCombatStateMontage | CurrentCombatStateMontage |
FName | CurrentEmoteMontageName |
FName | CurrentEmoteName |
float | CurrentSpeed |
float | CurrentSpeed2d |
float | DashDirection |
TMap< FName, FName > | DeflectSections |
TMap< FName, float > | DelayBackToIdle |
TMap< FName, FName > | DownedKnockdownSections |
TMap< FName, FName > | DownedPickupSections |
TMap< FName, FName > | DownedStaggerSections |
TMap< FName, FName > | FallingGetUpSections |
UAnimMontage * | FallingMontage |
TMap< FName, FName > | FallingSections |
TMap< FName, FName > | FeintMontage |
TMap< FName, FName > | FeintToParrySections |
FFootStepSounds | FootStepSounds |
TMap< FName, FName > | GetUpSections |
TMap< FName, FName > | HeavyAttacks |
TArray< FName > | HideServerBones |
AHorse * | Horse |
UTBLHorseAnimInstance * | HorseAnimBP |
float | IdlePoseStateTime |
int32 | Index_LOD |
float | InitialMoveTime |
FVector | InputDir |
UAnimMontage * | InteractMontage |
float | InventoryAnimationLength |
bool | Is3p |
bool | IsAltPosition |
bool | IsAttackQueued |
bool | IsCrouch |
bool | IsCustomizationAnimInstance |
bool | IsDead |
bool | IsDowned |
bool | IsItemEquipped |
bool | IsLeftFootTap |
bool | IsLunge |
bool | IsMove |
bool | IsOffHandAttack |
bool | IsOnHorse |
bool | IsOnSiege |
bool | IsPostInitialized |
bool | IsRagdoll |
bool | IsRightFootTap |
bool | IsServer |
bool | IsShieldEquipped |
FName | JabDeflectSection |
FName | KnockdownDirection |
TMap< FName, FName > | KnockdownGroundSections |
UAnimMontage * | KnockdownMontage |
TMap< FName, FName > | KnockdownSections |
FName | LastMissingLimb |
UAnimMontage * | LastSpawnMontage |
FName | LastSpawnSectionName |
float | LipSyncVOMeter |
float | LungeStartTime |
float | MaxSpeed |
float | MaxSpeedInCurrentState |
TMap< [[EConditionType]], FName > | MissingLimbNames |
TMap< FName, FName > | MountCombatStates |
TMap< FName, FName > | MountDownSections |
TMap< FName, FName > | MountStaggerMontages |
TMap< FName, FName > | MountUpSections |
float | MovementDirection |
int32 | MovementDirectionIndex |
float | MovementDirectionTime |
FName | MovementState |
float | MovementStateInterpSpeed |
float | MovementStateWeight |
TMap< UAnimMontage *, UAnimMontage * > | NoBlend1PMontages |
FAnimNotifyStepEvent | OnAnimNotifyStepEvent |
FAnimNotifyWeaponAttach | OnAnimNotifyUseItem |
FAnimNotifyWeaponAttach | OnAnimNotifyWeaponAttach |
FAnimNotifyWeaponAttach | OnAnimNotifyWeaponDetach |
FOnLadderAnimationEnded | OnLadderAnimationEnded |
bool | OnStrafeStopNeedsEvent |
UAnimMontage * | ParryEventMontage |
UAnimMontage * | ParryMontage |
UAnimMontage * | ParryRiposteShieldMontage |
TMap< FName, FName > | ParryStartSections |
UAnimMontage * | ParrySuccessMontage |
TMap< FName, FName > | ParrySuccessSections |
UAnimMontage * | PeasantMontage |
TMap< FName, FPeasantMontage > | PeasantStates |
UAnimationSet * | PreviousAnimationSetBase |
FAnimDamageParams | PreviousDamageParams |
bool | PreviousIsOnHorse |
FVector | PreviousMeshLocation |
FName | PreviousMovementState |
FVector | PreviousVelocity |
UAnimMontage * | ReloadMontage |
TMap< FComboMontageRule, FName > | RiposteMontageRules |
TMap< FName, FName > | SectionToCombatState |
TArray< FName > | ServerIdlePoseCombatStates |
TArray< FName > | ServerIdlePoseMovementStates |
AActor * | Siege |
UTBLAnimInstance * | SiegeAnimBP |
FName | SiegeName |
[[ECharacterSignificanceLevel]] | SignificanceLevel |
FName | Socket_LeftStirrup |
FName | Socket_RightStirrup |
float | SpawnAnimStartTime |
float | SpeedLine |
float | SprintTurnAngle |
FRotator | SprintTurnDirection |
float | SprintTurnEndTime |
float | SprintTurnWeight |
ATBLCharacter * | TBLCharacter |
TMap< FName, FName > | ThwackComboMontage |
TMap< FComboMontageRule, FName > | ThwackComboMontageRules |
UCurveFloat * | ThwackPlayRateCurve |
FVector | Velocity |
float | VelocityInterpSpeed |
bool | WasRecentlyRendered |
bool | bCarryablePickup |
bool | bIdlePoseCombatState |
bool | bIdlePoseMovementState |
bool | bIsPlayingSequencerAnimation |
UTBLCharacterMovement * | movement |
Updated on 2025-01-21 at 09:02:24 +0100