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