struct FAnimNode_SplineIK : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)

bAutoCalculateSpline

The number of points in the spline if we are specifying it directly

BoneAxis

Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve.

ControlPoints

Transforms applied to spline points

EndBone

Name of bone at the end of the spline chain.

Offset

The distance along the spline from the start from which bones are constrained

PointCount

The number of points in the spline if we are not auto-calculating

Roll

Overall roll of the spline, applied on top of other rotations along the direction of the spline

StartBone

Name of root bone from which the spline extends

Stretch

The maximum stretch allowed when fitting bones to the spline.

TwistBlend

How to interpolate twist along the length of the spline

TwistEnd

The twist of the end bone. Twist is interpolated along the spline according to Twist Blend.

TwistStart

The twist of the start bone. Twist is interpolated along the spline according to Twist Blend.


Evaluate the new component-space transforms for the affected bones.

virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms )


Called to gather on-screen debug data. This is called on the game thread.

virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )


Override this to indicate thatPreUpdate()should be called on the game thread (usually to gather non-thread safe data) before Update() is called. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. This is called on the game thread.


Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.

virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )


Return true if it is valid to Evaluate

virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


Override this to perform game-thread work prior to non-game thread Update() being called

virtual void PreUpdate ( const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


Interface for derived skeletal controls to implement use this function to update for skeletal control base

virtual void UpdateInternal ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )


Simple controller that replaces or adds to the translation/rotation of a single bone.

struct FAnimNode_SpringBone : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)

bHadValidStrength

Did we have a non-zero ControlStrength last frame.

bLimitDisplacement

Limit the amount that a bone can stretch from its ref-pose length.

BoneLocation

World-space location of the bone.

BoneVelocity

World-space velocity of the bone.

bRotateX

If true take the spring calculation for rotation in X

bRotateY

If true take the spring calculation for rotation in Y

bRotateZ

If true take the spring calculation for rotation in Z

bTranslateX

If true take the spring calculation for translation in X

bTranslateY

If true take the spring calculation for translation in Y

bTranslateZ

If true take the spring calculation for translation in Z

ErrorResetThresh

If spring stretches more than this, reset it. Useful for catching teleports etc

FixedTimeStep

Internal use - Current timestep

LocalBoneTransform

Cache of previous frames local bone transform so that when we cannot simulate (timestep == 0) we can still update bone location

MaxDisplacement

If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose.

OwnerVelocity

Velocity of the owning actor

RemainingTime

Internal use - Amount of time we need to simulate.

SpringBone

Name of bone to control. This is the main bone chain to modify from.

SpringDamping

Damping of spring

SpringStiffness

Stiffness of spring

TimeDilation

Internal use - Current time dilation


Evaluate the new component-space transforms for the affected bones.


Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.


Return true if it is valid to Evaluate


Interface for derived skeletal controls to implement use this function to update for skeletal control base


Trail Controller

struct FAnimNode_Trail : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)

bActorSpaceFakeVel

Whether 'fake' velocity should be applied in actor or world space.

BaseJoint

Base Joint to calculate velocity from. If none, it will use Component's World Transform. .

bEditorDebugEnabled

This is used by selection node. Use this transient flag.

bEnableDebug

Enable Debug in the PIE. This doesn't work in game

bHadValidStrength

Did we have a non-zero ControlStrength last frame.

bInvertChainBoneAxis

Invert the direction specified in ChainBoneAxis.

bLimitRotation

Limit the amount that a bone can stretch from its ref-pose length.

bReorientParentToChild

Fix up rotation to face child for the parent

bShowBaseMotion

Show Base Motion

bShowLimit

Show Planar Limits

bShowTrailLocation

Show Trail Location

bUsePlanarLimit

Whether to evaluate planar limits

ChainBoneAxis

Axis of the bones to point along trail.

ChainLength

Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2.

DebugLifeTime

Debug Life Time

FakeVelocity

'Fake' velocity applied to bones.

LastBoneRotationAnimAlphaBlend

How to set last bone rotation.

MaxDeltaTime

To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time.

OldBaseTransform

LocalToWorld used last frame, used for building transform between frames.

PerJointTrailData

Per Joint Trail Set up

PlanarLimits

List of available planar limits for this node

StretchLimit

If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.

ThisTimstep

Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms.

TrailBone

Reference to the active bone in the hierarchy to modify.

TrailBoneLocations

Component-space locations of the bones from last frame.

TrailDebugColors

Debug transient data to draw debug better

TrailRelaxationSpeed

How quickly we 'relax' the bones to their animated positions.


Called to gather on-screen debug data. This is called on the game thread.


Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.

virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )


Use this function to evaluate for skeletal control base

virtual void EvaluateComponentSpaceInternal ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Context )


Initialize any bone references you have

virtual void InitializeBoneReferences ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


Type traits support.

void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


Type traits support.

bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


This is the node that apply corrective morphtarget for twist Good example is that if you twist your neck too far right or left, you're going to see odd stretch shape of neck, This node can detect the angle and apply morphtarget curve This isn't the twist control node for bone twist

struct FAnimNode_TwistCorrectiveNode : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)

BaseFrame

Base Frame of the reference for the twist node

RangeMax

FAlphaBlendMappingCurve;.

RemappedMax

Maximum value to apply to the destination (remapped from the input range)

RemappedMin

Minimum value to apply to the destination (remapped from the input range)

TwistFrame

Transform component to use as input.

TwistPlaneNormalAxis

Normal of the Plane that we'd like to calculate angle calculation from in BaseFrame.


void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp ) const


static FTransform GetTargetTransform ( const FTransform & InComponentTransform, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & MeshBases, [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & InTarget, EBoneControlSpace Space, const FVector & InOffset )


Simple 2 Bone IK Controller.

struct FAnimNode_TwoBoneIK : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)

bAllowStretching

Should stretching be allowed, to be prevent over extension

bAllowTwist

Whether or not to apply twist on the chain of joints.

bMaintainEffectorRelRot

Keep local rotation of end bone

bTakeRotationFromEffectorSpace

Set end bone to use End Effector rotation

CachedLowerLimbIndex

Cached limb index for lower

CachedUpperLimbIndex

Cached limb index for upper

EffectorLocation

Effector Location. Target Location to reach.

EffectorLocationSpace

Reference frame of Effector Location.

IKBone

Name of bone to control. This is the main bone chain to modify from.

JointTargetLocation

Joint Target Location. Location used to orient Joint bone.

JointTargetLocationSpace

Reference frame of Joint Target Location.

MaxStretchScale

Limits to use if stretching is allowed.

StartStretchRatio

Limits to use if stretching is allowed.

TwistAxis

Specify which axis it's aligned. Used when removing twist


BoxExtents

Extents of the box to use for simulation

CollisionType

Resolution method for planar limits

ConstraintSetup

Data describing the constraints we will apply to the body

LocalJointOffset

Vector relative to the body being simulated to attach the constraint to

SphereCollisionRadius

Radius to use if CollisionType is set to CustomSphere


FAnimPhysBoneRigidBody ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) > & Shapes, const FVector & Position, const [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) & LinkedBone )


Helper mapping a rigid body to a bone reference


Constraint setup struct, holds data required to build a physics constraint

AngularConstraintType

Method to use when constraining angular motion

AngularTarget

The axis to align the angular spring constraint to in the animation pose.

AngularTargetAxis

The axis in the simulation pose to align to the Angular Target.

bLinearFullyLocked

If all axes are locked we can use 3 linear limits instead of the 6 needed for limited axes

ConeAngle

Angle to use when constraining using a cone

LinearAxesMax

Maximum linear movement per-axis (Set zero here and in the min limit to lock)

LinearAxesMin

Minimum linear movement per-axis (Set zero here and in the max limit to lock)

LinearXLimitType

Whether to limit the linear X axis

LinearYLimitType

Whether to limit the linear Y axis

LinearZLimitType

Whether to limit the linear Z axis

TwistAxis

Axis to consider for twist when constraining angular motion (forward axis)


FAnimPhysLinkedBody ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) > & Shapes, const FVector & Position, const [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) & LinkedBone )


Helper describing a body linked to an optional parent (can be nullptr)


DrivingBone

When using a driving bone, the plane transform will be relative to the bone transform

PlaneTransform

Transform of the plane, this is either in component-space if no DrivinBone is specified or in bone-space if a driving bone is present.


DrivingBone

Bone to attach the sphere to

LimitRadius

Radius of the sphere

LimitType

Whether to lock bodies inside or outside of the sphere

SphereLocalOffset

Local offset for the sphere, if no driving bone is set this is in node space, otherwise bone space


void Initialize ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


bool IsValidToEvaluate ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) const


Constraint Set up

ConstraintDataIndex

Transient constraint data index

OffsetOption

Maintain offset based on refpose or not.

PerAxis

Per axis filter options - applied in their local space not in world space

TargetBone

Target Bone this is constraint to

TransformType

What transform type is constraint to - Translation, Rotation, Scale OR Parent.


void ApplyTwistOffset ( const float InTwistOffsetDegrees )


void InitializeFromLegData ( [FAnimLegIKData](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimLegIKData) & InLegData, [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy )


void ReachTarget ( const FVector & InTargetLocation, double InReachPrecision, int32 InMaxIterations )


FIKChainLink ( FVector InLocation, double InLength )


Iteratively pulls the character pelvis towards the ground based on the relationship of driven IK foot targets versus FK foot limits.

FTransform Solve ( FTransform PelvisTransform, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > FKFootDistancesToPelvis, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector > IKFootLocations, float DeltaTime )


PelvisAdjustmentErrorTolerance

Specifies the pelvis adjustment distance error that is tolerated for each iteration of the solver

PelvisAdjustmentInterp

Specifies the spring interpolation parameters applied during pelvis adjustment.

PelvisAdjustmentInterpAlpha

Specifies an alpha between the original and final adjusted pelvis locations This is used to retain some degree of the original pelvis motion

PelvisAdjustmentMaxDistance

Specifies the maximum displacement the pelvis can be adjusted relative to its original location.

PelvisAdjustmentMaxIter

Specifies the maximum number of iterations to run for the pelvis adjustment solver Higher iterations will guarantee closer PelvisAdjustmentErrorTolerance convergence at the cost of performance


Reference Bone Frame


In the future, we might use this for stretch set up as well for now this is unserializable, and transient only

TrailRelaxationSpeedPerSecond

How quickly we 'relax' the bones to their animated positions.


[FSimSpaceSettings](API\Runtime\AnimGraphRuntime\BoneControllers\FSimSpaceSettings) & operator= ( const [FSimSpaceSettings](API\Runtime\AnimGraphRuntime\BoneControllers\FSimSpaceSettings) & )


FSimSpaceSettings ( [FSimSpaceSettings](API\Runtime\AnimGraphRuntime\BoneControllers\FSimSpaceSettings) const & )


Disable deprecation errors by providing defaults wrapped with pragma disable.


ExternalAngularVelocity

Additional angular velocity that is added to the component angular velocity.

ExternalLinearDragV

Additional linear drag applied to every body in addition to linear drag specified on them in the physics asset.

ExternalLinearVelocity

Additional velocity that is added to the component velocity so the simulation acts as if the actor is moving at speed, even when stationary.

MaxAngularAcceleration

A clamp on the effective world-space angular accleration that is passed to the simulation.

MaxAngularVelocity

A clamp on the effective world-space angular velocity that is passed to the simulation.

MaxLinearAcceleration

A clamp on the effective world-space acceleration that is passed to the simulation.

MaxLinearVelocity

A clamp on the effective world-space velocity that is passed to the simulation.

VelocityScaleZ

Multiplier on the Z-component of velocity and acceleration that is passed to the simulation.

WorldAlpha

Global multipler on the effects of simulation space movement.


FSplineIKCachedBoneData ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, int32 InRefSkeletonIndex )


Retrieves a normalized Component-space direction from the specified DirectionMode and Direction value.

FVector AsComponentSpaceDirection ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * AnimInstanceProxy, const FTransform & IKFootRootTransform ) const


Data cached per bone in the chain

Bone

The bone we refer to

RefSkeletonIndex

Indexof the bone in the reference skeleton


Vector values which may be specified in a configured space.

Mode

Space of the corresponding Vector value.

Value

Specifies a vector relative to the space defined by Mode.


Settings for the system which passes motion of the simulation's space into the simulation. This allows the simulation to pass a fraction of the world space motion onto the bodies which allows Bone-Space and Component-Space simulations to react to world-space movement in a controllable way.

template<> struct TIsPODType< FSimSpaceSettings >


enum &123; WithPostSerialize = true &125;


template<> struct TStructOpsTypeTraits< FAnimNode_RigidBody > : public [TStructOpsTypeTraitsBase2< FAnimNode_RigidBody >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


template<> struct TStructOpsTypeTraits< FAnimNode_TwistCorrectiveNode > : public [TStructOpsTypeTraitsBase2< FAnimNode_TwistCorrectiveNode >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


template<> struct TStructOpsTypeTraits< FSimSpaceSettings > : public [TStructOpsTypeTraitsBase2< FSimSpaceSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


This function performs retargeting of translation using an easing function. For this a range of motion needs to be defined given a direction and the constraints.

namespace CommonAnimationLibrary { FVector CommonAnimationLibrary::RetargetSingleLocation ( FVector Location, const FTransform & Source, const FTransform & Target, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlipEasing, float EasingWeight, FVector Axis, float SourceMinimum, float SourceMaximum, float TargetMinimum, float TargetMaximum ) }


This function performs retargeting of rotation using an easing function. For this a range of motion needs to be defined as a euler angle, swing angle or twist

namespace CommonAnimationLibrary { FQuat CommonAnimationLibrary::RetargetSingleRotation ( const FQuat & Rotation, const FTransform & Source, const FTransform & Target, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlipEasing, float EasingWeight, ERotationComponent RotationComponent, FVector TwistAxis, bool bUseAbsoluteAngle, float SourceMinimum, float SourceMaximum, float TargetMinimum, float TargetMaximum ) }


This function perform easing on a float value using a variety of easing types.

namespace CommonAnimationLibrary { float CommonAnimationLibrary::ScalarEasing ( float Value, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlip, float Weight ) }


The GUID for this custom version number.

static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


enum Type { BeforeCustomVersionWasAdded = 0, BoneDrivenControllerMatchingMaya = 1, BoneDrivenControllerRemapping = 2, AnimDynamicsAddAngularOffsets = 3, RenamedStretchLimits = 4, ConvertIKToSupportBoneSocketTarget = 5, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


No constructors are accessible with public or protected access.


struct FAnimationStateMachineReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


struct FAnimationStateResultReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


Called to bind a typed UAnimCustomInstance to an existing skeletal mesh component
the current (or newly created) UAnimCustomInstance

template<typename InstanceClassType> static InstanceClassType * BindToSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, bool & bOutWasCreated )


Called to unbind a UAnimCustomInstance to an existing skeletal mesh component

template<typename InstanceClassType> static void UnbindFromSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent )


FAnimSequencerData ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 InSequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & InRootMotion, float InFromPosition, float InToPosition, float InWeight, bool bInFireNotifies, ESwapRootBone InSwapRootBone, [TOptional](API\Runtime\Core\IO\TOptional)< FTransform > InInitialTransform, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )


Construct and link the base part of the blend tree


void EnsureAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId )


Evaluate override point
true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true

virtual bool Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


Find a player of a specified type

template<typename Type> Type * FindPlayer ( uint32 SequenceId ) const


void InitAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId )


Called when our anim instance is being initialized

virtual void Initialize ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


Called after evaluate so we can do any game thread work we need to

virtual void PostEvaluate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


Reset all nodes in this instance


Reset the pose in this instance


Updates the anim graph

virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )


Update an animation sequence player in this instance

void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, float InPosition, float Weight, bool bFireNotifies )


void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, [TOptional](API\Runtime\Core\IO\TOptional)< float > InFromPosition, float InToPosition, float Weight, bool bFireNotifies )


void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMomtionOverride, [TOptional](API\Runtime\Core\IO\TOptional)< float > InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )


void UpdateAnimTrackWithRootMotion ( const [FAnimSequencerData](API\Runtime\AnimGraphRuntime\FAnimSequencerData) & InAnimSequencerData )


Deprecated* Please use the UpdateAnimTrackWithRootMotion that takesFAnimSequencerData

void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )


Deprecated* Please use the UpdateAnimTrackWithRootMotion that takes a MirrorDataTable

void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies )


FAnimSequencerInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


Proxy override for this UAnimInstance-derived class

struct FAnimSequencerInstanceProxy : public [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy)

RootMotionOverride

Custom root motion override sent in from sequencer

SequencerRootNode

Custom root node for this sequencer player.

SequencerToMirrorMap

Mapping from sequencer index to internal mirror node index

SequencerToPlayerMap

Mapping from sequencer index to internal player index


struct FBlendListBaseReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


struct FBlendSpacePlayerReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


struct FBlendSpaceReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


struct FLayeredBoneBlendReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


struct FLinkedAnimGraphReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


Default constructor


An easing type defining how to ease float values. TheFPositionHistoryis a container to record position changes over time. This is used to calculate velocity of a bone, for example. The FPositionArray also tracks the last index used to allow for reuse of entries (instead of appending to the array all the time).

Positions

The recorded positions

Range

The range for this particular history


Default constructor

FRotationRetargetingInfo ( bool bInEnabled )


Optional Override To Specify RootMotion

bBlendFirstChildOfRoot

If true we use the ChildBoneIndex otherwise we use the root


TheFRotationRetargetingInfois used to provide all of the settings required to perform rotational retargeting on a single transform.

bClamp

If set to true the value for the easing will be clamped between 0.0 and 1.0.

bEnabled

Set to true this enables retargeting.

bFlipEasing

If set to true the interpolation value for the easing will be flipped (1.0 - Value)

bUseAbsoluteAngle

If set to true the angle will be always positive, thus resulting in mirrored rotation both ways.

CustomCurve

Custom curve mapping to apply if bApplyCustomCurve is true

EasingType

The easing to use - pick linear if you don't want to apply any easing.

EasingWeight

The amount of easing to apply (value should be 0.0 to 1.0)

RotationComponent

The rotation component to perform retargeting with.

Source

The source transform of the frame of reference. The rotation is made relative to this space.

SourceMaximum

The maximum value of the source angle in degrees.

SourceMinimum

The minimum value of the source angle in degrees.

Target

The target transform to project the rotation. In most cases this is the same as Source.

TargetMaximum

The target value of the target angle in degrees (can be the same as SourceMaximum)

TargetMinimum

The minimum value of the target angle in degrees (can be the same as SourceMinimum)

TwistAxis

In case the rotation component is SwingAngle or TwistAngle this vector is used as the twist axis.


struct FSequenceEvaluatorReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


struct FSequencePlayerReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


static const [FName](API\Runtime\Core\UObject\FName) & GetTypeId()


Checks whether this drag and drop operation can cast safely to the specified type.

virtual bool IsOfTypeImpl ( const [FName](API\Runtime\Core\UObject\FName) & Type ) const


Player type that evaluates a sequence-specifiedUAnimSequence

struct FSequencerPlayerAnimSequence : public [FSequencerPlayerBase](API\Runtime\AnimGraphRuntime\FSequencerPlayerBase)


template<class TType> bool IsOfType() const


Virtual destructor.


Base class for all 'players' that can attach to and be blended into a sequencer instance's output

bAdditive

Whether this pose is additive or not

PoseIndex

Indexof this players pose in the set of blend slots


struct FSkeletalControlReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)


Construct all nodes in this instance


Source Animation Getter for the support of the Sequencer Animation Track interface


Reset all nodes in this instance


Reset the pose for this instance


Saved the named pose to restore after


void SetSourceAnimInstance &40; UAnimInstance &42; SourceAnimInstance &41;


Update an animation sequence player in this instance

void UpdateAnimTrack &40; UAnimSequenceBase &42; InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies &41;


void UpdateAnimTrack &40; UAnimSequenceBase &42; InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies &41;


Set this entry to 3 floats from supplied rotator

void AddFromRotator ( const FRotator & InRot )


Set this entry to 3 floats from supplied vector

void AddFromVector ( const FVector & InVector )


Return a target as a quaternion, assuming Values is a sequence of Euler entries.Indexis which Euler to convert.


Return a target as an rotator, assuming Values is a sequence of Euler entries.Indexis which Euler to convert.

FRotator AsRotator ( int32 Index ) const


Return dimensionality of this target


Struct storing a particular entry within the RBF

Values

Set of values for this target, size must be TargetDimensions


bool SetUpperKernel ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > & UpperKernel, int32 Size )


An implementation detail for the RBF interpolator to hide the use of Eigen from components outside AnimGraphRuntime.

Coeffs

A square matrix of the solved coefficients.


FRBFOutputWeight ( int32 InTargetIndex, float InTargetWeight )


Struct for storing RBF results - target index and corresponding weight

TargetIndex

Indexof target

TargetWeight

Weight of target


Util for returning unit direction vector for swing axis


Parameters used by RBF solver

bAutomaticRadius

Automatically pick the radius based on the average distance between targets

MedianMax

Maximum distance used for median

MedianMin

Minimum distance used for median

MedianReference

Rotation or position of median (used for normalization)

NormalizeMethod

Method to use for normalizing the weight

Radius

Default radius for each target.

SolverType

Specifies the type of solver to use.

TargetDimensions

How many dimensions input data has

TwistAxis

Axis to use when DistanceMethod is SwingAngle

WeightThreshold

Weight below which we shouldn't bother returning a contribution from a target


Util to find distance between two entries, using provided params

static float FindDistanceBetweenEntries ( const [FRBFEntry](API\Runtime\AnimGraphRuntime\RBF\FRBFEntry) & A, const [FRBFEntry](API\Runtime\AnimGraphRuntime\RBF\FRBFEntry) & B, const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, ERBFDistanceMethod OverrideMethod )


Util to find distance to nearest neighbour target for each target

static bool FindTargetNeighbourDistances ( const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets, [TArray](API\Runtime\Core\Containers\TArray)< float > & NeighbourDists )


Returns the radius for a given target

static float GetRadiusForTarget ( const [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) & Target, const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params )


Given a set of targets and new input entry, give list of activated targets with weights

static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const FRBFSolverData > InitSolver ( const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets )


static bool IsSolverDataValid ( const FRBFSolverData & SolverData, const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets )


Given a list of targets, verify which ones are valid for solving the RBF setup. This is mostly about removing identical targets which invalidates the interpolative solver. Returns true if all targets are valid.

static bool ValidateTargets ( const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets, [TArray](API\Runtime\Core\Containers\TArray)< int > & InvalidTargets )


Library of Radial Basis Function solver functions


Compute the optimal radius for the given targets. Returns the radius

static float GetOptimalRadiusForTargets ( const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets )


static void Solve ( const FRBFSolverData & SolverData, const [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & Targets, const [FRBFEntry](API\Runtime\AnimGraphRuntime\RBF\FRBFEntry) & Input, [TArray](API\Runtime\Core\Containers\TArray)< [FRBFOutputWeight](API\Runtime\AnimGraphRuntime\RBF\FRBFOutputWeight) > & OutputWeights )


Data about a particular target in the RBF, including scaling factor

struct FRBFTarget : public [FRBFEntry](API\Runtime\AnimGraphRuntime\RBF\FRBFEntry)

bApplyCustomCurve

Whether we want to apply an additional custom curve when activating this target.

CustomCurve

Custom curve to apply to activation of this target, if bApplyCustomCurve is true.

DistanceMethod

Override the distance method used to calculate the distance from this target to the input.

FunctionType

Override the falloff function used to smooth the distance from this target to the input.

ScaleFactor

How large the influence of this target.


Returns the arc length between two unit vectors (i.e. the distance between two points on a unit sphere, traveling along the surface of the sphere)

namespace RBFDistanceMetric { static double RBFDistanceMetric::ArcLength ( const FVector & A, const FVector B ) }


Returns the arc-length distance, on a unit sphere, between two quaternions.

namespace RBFDistanceMetric { static double RBFDistanceMetric::ArcLength ( const FQuat & A, const FQuat & B ) }


Returns the arc-length distance, on a unit sphere, between two rotation vectors.

namespace RBFDistanceMetric { static double RBFDistanceMetric::ArcLength ( const FRotator & A, const FRotator & B ) }


Returns the Euclidean (L2) distance between two coordinate vectors.

namespace RBFDistanceMetric { static double RBFDistanceMetric::Euclidean ( const FVector & A, const FVector & B ) }


Returns a straight-up Euclidean distance between two rotation values expressed in radians.

namespace RBFDistanceMetric { static double RBFDistanceMetric::Euclidean ( const FRotator & A, const FRotator & B ) }


Returns the Euclidean (L2) distance between two quaternion values expressed.

namespace RBFDistanceMetric { static double RBFDistanceMetric::Euclidean ( const FQuat & A, const FQuat & B ) }


Returns the Manhattan (L1), or Taxi-cab distance between two coordinate vectors.

namespace RBFDistanceMetric { static double RBFDistanceMetric::Manhattan ( const FVector & A, const FVector & B ) }


Returns the swing arc length distance between two quaternions, using a specific twist basis vector as reference.

namespace RBFDistanceMetric { static double RBFDistanceMetric::SwingAngle ( const FQuat & A, const FQuat & B, const FVector & TwistAxis ) }


Returns the twist arc length distance between two quaternions, using a specific twist basis vector as reference.

namespace RBFDistanceMetric { static double RBFDistanceMetric::TwistAngle ( const FQuat & A, const FQuat & B, const FVector & TwistAxis ) }


A cubic falloff, with identical clamping behavior to the linear falloff, but with a smooth peak

namespace RBFKernel { static float RBFKernel::Cubic ( float Value, float Sigma ) }


A simple linear falloff, clamping at zero out when the norm of Value exceeds Sigma

namespace RBFKernel { static float RBFKernel::Linear ( float Value, float Sigma ) }


An exponential falloff with a sharp peak

namespace RBFKernel { static float RBFKernel::Exponential ( float Value, float Sigma ) }


A gaussian falloff

namespace RBFKernel { static float RBFKernel::Gaussian ( float Value, float Sigma ) }


A quintic falloff, with identical clamping behavior to the linear falloff, but with a flatter peak than cubic

namespace RBFKernel { static float RBFKernel::Quintic ( float Value, float Sigma ) }


Returns a list of integer pairs indicating which distinct pair of nodes have the same weight as a pair of the same node. These result in an ill-formed coefficient matrix which kills the interpolation. The user can then either simply remove one of the pairs and retry, or warn the user that they have an invalid setup.

static bool GetIdenticalNodePairs ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< T > & InNodes, [WeightFuncT](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator\WeightFuncT) InWeightFunc, [TArray](API\Runtime\Core\Containers\TArray)< [TTuple](API\Runtime\Core\Misc\TTuple)< int, int >> & OutInvalidPairs )


[TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > & operator= ( const [TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > & )


Given a value, compute the weight values to use to calculate each node's contribution to that value's location.

template<typename U, typename InAllocator> void Interpolate ( [TArray](API\Runtime\Core\Containers\TArray)< float, InAllocator > & OutWeights, const U & Value, bool bClip, bool bNormalize ) const


[TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > & operator= ( [TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > && )


typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< float(const T &A, const T &B)> WeightFuncT


TRBFInterpolator ( const [TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > & )


TRBFInterpolator ( [TRBFInterpolator](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator)< T > && )


Construct an RBF interpolator, taking in a set of sparse nodes and a symmetric weighing function that computes the distance between two nodes, and, optionally, smooths the distance with a smoothing kernel.

TRBFInterpolator ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< T > & InNodes, [WeightFuncT](API\Runtime\AnimGraphRuntime\RBF\TRBFInterpolator\WeightFuncT) InWeightFunc )


template<typename T> class TRBFInterpolator : public [FRBFInterpolatorBase](API\Runtime\AnimGraphRuntime\RBF\FRBFInterpolatorBase)


Get an anim state reference from an anim node reference

static void ConvertToAnimationStateResult ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & AnimationState, EAnimNodeReferenceConversionResult & Result )


Get an anim state reference from an anim node reference (pure)

static void ConvertToAnimationStateResultPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & AnimationState, bool & Result )


Get an anim state machine from an anim node reference

static void ConvertToAnimationStateMachine ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FAnimationStateMachineReference](API\Runtime\AnimGraphRuntime\FAnimationStateMachineReference) & AnimationState, EAnimNodeReferenceConversionResult & Result )


Get an anim state machine from an anim node reference (pure)

static void ConvertToAnimationStateMachinePure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FAnimationStateMachineReference](API\Runtime\AnimGraphRuntime\FAnimationStateMachineReference) & AnimationState, bool & Result )


Returns the remaining animation time of the state's most relevant asset player

static float GetRelevantAnimTimeRemaining ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & Node )


Returns the remaining animation time as a fraction of the duration for the state's most relevant asset player

static float GetRelevantAnimTimeRemainingFraction ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & Node )


Returns whether the state the node belongs to is blending in

static bool IsStateBlendingIn ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & Node )


Returns the name of the current state of this state machine

static [FName](API\Runtime\Core\UObject\FName) GetState ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateMachineReference](API\Runtime\AnimGraphRuntime\FAnimationStateMachineReference) & Node )


Returns whether the state the node belongs to is blending out

static bool IsStateBlendingOut ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\Runtime\AnimGraphRuntime\FAnimationStateResultReference) & Node )


Manually set the current state of the state machine NOTE: Custom blend type is not supported

static void SetState ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FAnimationStateMachineReference](API\Runtime\AnimGraphRuntime\FAnimationStateMachineReference) & Node, [FName](API\Runtime\Core\UObject\FName) TargetState, float Duration, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ETransitionLogicType::Type](API\Runtime\Engine\Animation\ETransitionLogicType__Type) > BlendType, [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * BlendProfile, EAlphaBlendOption AlphaBlendOption, [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * CustomBlendCurve )


Exposes operations to be performed on anim state machine node contexts.

class UAnimationStateMachineLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


Convert to an initialization context

static [FAnimInitializationContext](API\Runtime\Engine\Animation\FAnimInitializationContext) ConvertToInitializationContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )


Convert to a component space pose context

static [FAnimComponentSpacePoseContext](API\Runtime\Engine\Animation\FAnimComponentSpacePoseContext) ConvertToComponentSpacePoseContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )


Convert to a pose context

static [FAnimPoseContext](API\Runtime\Engine\Animation\FAnimPoseContext) ConvertToPoseContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )


Get the anim instance that hosts this context

static [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetAnimInstance ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context )


Internal compiler use only - Get a reference to an anim node by index

static [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) GetAnimNodeReference ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * Instance, int32 Index )


Get the current weight of this branch of the graph

static float GetCurrentWeight ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & Context )


Get the current delta time in seconds

static float GetDeltaTime ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & Context )


Prototype function for thread-safe anim node calls

void Prototype_ThreadSafeAnimNodeCall ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node )


Prototype function for thread-safe anim update calls

void Prototype_ThreadSafeAnimUpdateCall ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & Context, const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node )


Exposes operations to be performed on anim node contexts.

class UAnimExecutionContextLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


Convert to an update context

static [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) ConvertToUpdateContext ( const [FAnimExecutionContext](API\Runtime\Engine\Animation\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )


Construct all nodes in this instance


virtual bool DoesSupportDifferentSourceAnimInstance() const


Source Animation Getter for the support of the Sequencer Animation Track interface

virtual [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetSourceAnimInstance()


Reset all nodes in this instance


Reset the pose for this instance


Saved the named pose to restore after


static const [FName](API\Runtime\Core\UObject\FName) SequencerPoseName;


virtual void SetSourceAnimInstance ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * SourceAnimInstance )


Update an animation sequence player in this instance

virtual void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies )


virtual void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies )


void UpdateAnimTrackWithRootMotion ( const [FAnimSequencerData](API\Runtime\AnimGraphRuntime\FAnimSequencerData) & InAnimSequencerData )


Override point for derived classes to create their own proxy objects (allows custom allocation)

virtual [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * CreateAnimInstanceProxy()


Update with Root Motion

void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )


UAnimSequencerInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimSequencerInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance), public [ISequencerAnimationSupport](API\Runtime\AnimGraphRuntime\ISequencerAnimationSupport)


Get a blend list base context from an anim node context.

static [FBlendListBaseReference](API\Runtime\AnimGraphRuntime\FBlendListBaseReference) ConvertToBlendListBase ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


Reset target blend list node to that the next blend is executed from a blank state

static void ResetNode ( const [FBlendListBaseReference](API\Runtime\AnimGraphRuntime\FBlendListBaseReference) & BlendListBase )


class UBlendListBaseLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


Get a blend space context from an anim node context.

static [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) ConvertToBlendSpace ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


Get a blend space context from an anim node context (pure).

static void ConvertToBlendSpacePure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace, bool & Result )


Get the current sample coordinates after going through the filtering.

static FVector GetFilteredPosition ( const [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace )


Get the current position of the blend space.

static FVector GetPosition ( const [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace )


Forces the Position to the specified value

static void SnapToPosition ( const [FBlendSpaceReference](API\Runtime\AnimGraphRuntime\FBlendSpaceReference) & BlendSpace, FVector NewPosition )


Exposes operations to be performed on a blend space anim node.

class UBlendSpaceLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


Get a blend space player context from an anim node context (pure).

static void ConvertToBlendSpacePlayerPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, bool & Result )


Get a blend space player context from an anim node context.

static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) ConvertToBlendSpacePlayer ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


Get the current loop of the blend space player.

static bool GetLoop ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


Get the current BlendSpace of the blend space player.

static [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * GetBlendSpace ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


Get the current play rate of the blend space player.

static float GetPlayRate ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


Get the current position of the blend space player.

static FVector GetPosition ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


Get the current start position of the blend space player.

static float GetStartPosition ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


Set the current BlendSpace of the blend space player.

static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetBlendSpace ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace )


Set the current BlendSpace of the blend space player with an interial blend time.

static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetBlendSpaceWithInertialBlending ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace, float BlendTime )


Set the loop of the blend space player.

static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetLoop ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, bool bLoop )


Set the play rate of the blend space player.

static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetPlayRate ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, float PlayRate )


Set whether the current play time should reset when BlendSpace changes of the blend space player.

static [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) SetResetPlayTimeWhenBlendSpaceChanges ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, bool bReset )


Get the current value of whether the current play time should reset when BlendSpace changes of the blend space player.

static bool ShouldResetPlayTimeWhenBlendSpaceChanges ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer )


static void SnapToPosition ( const [FBlendSpacePlayerReference](API\Runtime\AnimGraphRuntime\FBlendSpacePlayerReference) & BlendSpacePlayer, FVector NewPosition )


Exposes operations to be performed on a blend space player anim node.

class UBlendSpacePlayerLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


Returns degree of the angle between Velocity and Rotation forward vector The range of return will be from [-180, 180]. Useful for feeding directional blendspaces.

static float CalculateDirection ( const FVector & Velocity, const FRotator & BaseRotation )


This function calculates the velocity of a position changing over time. You need to hook up a valid PositionHistory variable to this for storage.

static float K2_CalculateVelocityFromPositionHistory ( float DeltaSeconds, FVector Position, [FPositionHistory](API\Runtime\AnimGraphRuntime\FPositionHistory) & History, int32 NumberOfSamples, float VelocityMin, float VelocityMax )


This function calculates the velocity of an offset position on a bone / socket over time. The bone's / socket's motion can be expressed within a reference frame (another bone / socket). You need to hook up a valid PositionHistory variable to this for storage.

static float K2_CalculateVelocityFromSockets ( float DeltaSeconds, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneName, const [FName](API\Runtime\Core\UObject\FName) ReferenceSocketOrBone, ERelativeTransformSpace SocketSpace, FVector OffsetInBoneSpace, [FPositionHistory](API\Runtime\AnimGraphRuntime\FPositionHistory) & History, int32 NumberOfSamples, float VelocityMin, float VelocityMax, EEasingFuncType EasingType, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve )


Computes the direction between two bones / sockets.

static FVector K2_DirectionBetweenSockets ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameFrom, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameTo )


Computes the distance between two bones / sockets and can remap the range.

static float K2_DistanceBetweenTwoSocketsAndMapRange ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameA, ERelativeTransformSpace SocketSpaceA, const [FName](API\Runtime\Core\UObject\FName) SocketOrBoneNameB, ERelativeTransformSpace SocketSpaceB, bool bRemapRange, float InRangeMin, float InRangeMax, float OutRangeMin, float OutRangeMax )


This function ends measuring a profiling bracket and optionally logs the result
The time spent in milliseconds

static float K2_EndProfilingTimer ( bool bLog, const [FString](API\Runtime\Core\Containers\FString) & LogPrefix )


Computes the transform which is "looking" at target position with a local axis.

static FTransform K2_LookAt ( const FTransform & CurrentTransform, const FVector & TargetPosition, FVector LookAtVector, bool bUseUpVector, FVector UpVector, float ClampConeInDegree )


This function creates perlin noise from input X, Y, Z, and then range map to RangeOut, and out put to OutX, OutY, OutZ

static FVector K2_MakePerlinNoiseVectorAndRemap ( float X, float Y, float Z, float RangeOutMinX, float RangeOutMaxX, float RangeOutMinY, float RangeOutMaxY, float RangeOutMinZ, float RangeOutMaxZ )


This function creates perlin noise for a single float and then range map to RangeOut

static float K2_MakePerlinNoiseAndRemap ( float Value, float RangeOutMin, float RangeOutMax )


This function starts measuring the time for a profiling bracket


Computes the transform for two bones using inverse kinematics.

static void K2_TwoBoneIK ( const FVector & RootPos, const FVector & JointPos, const FVector & EndPos, const FVector & JointTarget, const FVector & Effector, FVector & OutJointPos, FVector & OutEndPos, bool bAllowStretching, float StartStretchRatio, float MaxStretchScale )


UKismetAnimationLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


A library of the most common animation blueprint functions.

class UKismetAnimationLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


Get a layered bone blend context from an anim node context (pure).

static void ConvertToLayeredBlendPerBonePure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) & LayeredBoneBlend, bool & Result )


Get a layered bone blend context from an anim node context.

static [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) ConvertToLayeredBoneBlend ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


Get the number of poses that a layered bone blend node has (this does not include the base pose)

static int32 GetNumPoses ( const [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) & LayeredBoneBlend )


Sets the currently-used blend mask for a blended input pose by name.

static [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) SetBlendMask ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FLayeredBoneBlendReference](API\Runtime\AnimGraphRuntime\FLayeredBoneBlendReference) & LayeredBoneBlend, int32 PoseIndex, [FName](API\Runtime\Core\UObject\FName) BlendMaskName )


Exposes operations to be performed on a layered bone blend anim node.

class ULayeredBoneBlendLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


Get a linked anim graph reference from an anim node reference

static [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) ConvertToLinkedAnimGraph ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


Get a linked anim graph reference from an anim node reference (pure)

static void ConvertToLinkedAnimGraphPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) & LinkedAnimGraph, bool & Result )


Get the linked instance is hosted by this node. If the node does not host an instance then HasLinkedAnimInstance will return false

static [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetLinkedAnimInstance ( const [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) & Node )


Returns whether the node hosts an instance (e.g. linked anim graph or layer)

static bool HasLinkedAnimInstance ( const [FLinkedAnimGraphReference](API\Runtime\AnimGraphRuntime\FLinkedAnimGraphReference) & Node )


Exposes operations to be performed on anim node contexts.

class ULinkedAnimGraphLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.


Called to perform the query internally.

static [UPlayMontageCallbackProxy](API\Runtime\AnimGraphRuntime\UPlayMontageCallbackProxy) * CreateProxyObjectForPlayMontage ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, class [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * MontageToPlay, float PlayRate, float StartingPosition, [FName](API\Runtime\Core\UObject\FName) StartingSection )


void OnMontageBlendingOut ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, bool bInterrupted )


void OnMontageEnded ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, bool bInterrupted )


void OnNotifyBeginReceived ( [FName](API\Runtime\Core\UObject\FName) NotifyName, const [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )


void OnNotifyEndReceived ( [FName](API\Runtime\Core\UObject\FName) NotifyName, const [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )


Attempts to play a montage with the specified settings. Returns whether it started or not.

bool PlayMontage ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, class [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * MontageToPlay, float PlayRate, float StartingPosition, [FName](API\Runtime\Core\UObject\FName) StartingSection )


UPlayMontageCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Advance the current accumulated time of the sequence evaluator

static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) AdvanceTime ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, float PlayRate )


class UPlayMontageCallbackProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnBlendOut

Called when Montage starts blending out and is not interrupted.

OnCompleted

Called when Montage finished playing and wasn't interrupted.

OnInterrupted

Called when Montage has been interrupted (or failed to play)


Get a sequence evaluator context from an anim node context

static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) ConvertToSequenceEvaluator ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


Gets the current accumulated time of the sequence evaluator

static float GetAccumulatedTime ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator )


Get a sequence evaluator context from an anim node context (pure)

static void ConvertToSequenceEvaluatorPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, bool & Result )


Gets the current sequence of the sequence evaluator

static [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * GetSequence ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator )


Set the current accumulated time of the sequence evaluator

static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) SetExplicitTime ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, float Time )


Set the current sequence of the sequence evaluator

static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) SetSequence ( const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence )


Exposes operations to be performed on a sequence evaluator anim node Note: Experimental and subject to change!

class USequenceEvaluatorLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


Set the current sequence of the sequence evaluator with an inertial blend time

static [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) SetSequenceWithInertialBlending ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FSequenceEvaluatorReference](API\Runtime\AnimGraphRuntime\FSequenceEvaluatorReference) & SequenceEvaluator, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence, float BlendTime )


Returns the Play Rate to provide when playing this animation if a specific animation duration is desired

static float ComputePlayRateFromDuration ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, float Duration )


Get a sequence player context from an anim node context (pure)

static void ConvertToSequencePlayerPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, bool & Result )


Gets the current accumulated time of the sequence player

static float GetAccumulatedTime ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )


Get the looping state of the sequence player

static bool GetLoopAnimation ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )


Get the play rate of the sequence player

static float GetPlayRate ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )


Get the current sequence of the sequence player - DEPRECATED, please use pure version

static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) GetSequence ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) *& SequenceBase )


Get the current sequence of the sequence player

static [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * GetSequencePure ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )


Get the start position of the sequence player

static float GetStartPosition ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer )


Set the current accumulated time of the sequence player

static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetAccumulatedTime ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, float Time )


Set the play rate of the sequence player

static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetPlayRate ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, float PlayRate )


Set the current sequence of the sequence player

static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetSequence ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence )


Set the current sequence of the sequence player with an inertial blend time

static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetSequenceWithInertialBlending ( const [FAnimUpdateContext](API\Runtime\Engine\Animation\FAnimUpdateContext) & UpdateContext, const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Sequence, float BlendTime )


Set the start position of the sequence player. If this is called from On Become Relevant or On Initial Update then it should be accompanied by a call to SetAccumulatedTime to achieve the desired effect of resetting the play time of a sequence player.

static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) SetStartPosition ( const [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) & SequencePlayer, float StartPosition )


Exposes operations to be performed on a sequence player anim node Note: Experimental and subject to change!

class USequencePlayerLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


Get a sequence player context from an anim node context

static [FSequencePlayerReference](API\Runtime\AnimGraphRuntime\FSequencePlayerReference) ConvertToSequencePlayer ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


USequencerAnimationSupport ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class USequencerAnimationSupport : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


Get a skeletal control from an anim node

static [FSkeletalControlReference](API\Runtime\AnimGraphRuntime\FSkeletalControlReference) ConvertToSkeletalControl ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


Get a skeletal control from an anim node (pure)

static void ConvertToSkeletalControlPure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FSkeletalControlReference](API\Runtime\AnimGraphRuntime\FSkeletalControlReference) & SkeletalControl, bool & Result )


Get the alpha value of this skeletal control

static float GetAlpha ( const [FSkeletalControlReference](API\Runtime\AnimGraphRuntime\FSkeletalControlReference) & SkeletalControl )


Set the alpha value of this skeletal control

static [FSkeletalControlReference](API\Runtime\AnimGraphRuntime\FSkeletalControlReference) SetAlpha ( const [FSkeletalControlReference](API\Runtime\AnimGraphRuntime\FSkeletalControlReference) & SkeletalControl, float Alpha )


Exposes operations to be performed on a skeletal control anim node Note: Experimental and subject to change!

class USkeletalControlLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)