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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