/// <summary>Return true if it's playing the slot animation</summary> public bool IsPlayingSlotAnimation(UAnimSequenceBase Asset, string SlotNodeName) { CheckIsValid(); int ___ret = IsPlayingSlotAnimation(_this.Get(), Asset, SlotNodeName); return(___ret != 0); }
public float PlaySlotAnimation(UAnimSequenceBase Asset, string SlotNodeName, float BlendInTime = 0.250000f, float BlendOutTime = 0.250000f, float InPlayRate = 1.000000f, int LoopCount = 1) { CheckIsValid(); float ___ret = PlaySlotAnimation(_this.Get(), Asset, SlotNodeName, BlendInTime, BlendOutTime, InPlayRate, LoopCount); return(___ret); }
/// <summary>Play normal animation asset on the slot node by creating a dynamic UAnimMontage. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.</summary> public UAnimMontage PlaySlotAnimationAsDynamicMontage(UAnimSequenceBase Asset, string SlotNodeName, float BlendInTime = 0.250000f, float BlendOutTime = 0.250000f, float InPlayRate = 1.000000f, int LoopCount = 1, float BlendOutTriggerTime = -1.000000f, float InTimeToStartMontageAt = 0.000000f) { CheckIsValid(); IntPtr ___ret = PlaySlotAnimationAsDynamicMontage(_this.Get(), Asset, SlotNodeName, BlendInTime, BlendOutTime, InPlayRate, LoopCount, BlendOutTriggerTime, InTimeToStartMontageAt); if (___ret == IntPtr.Zero) { return(null); } UAnimMontage ___ret2 = new UAnimMontage() { _this = ___ret }; return(___ret2); }
/// <summary>Play normal animation asset on the slot node by creating a dynamic UAnimMontage. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.</summary> public extern UAnimMontage PlaySlotAnimationAsDynamicMontage(UAnimSequenceBase Asset, FName SlotNodeName, float BlendInTime = 0.250000f, float BlendOutTime = 0.250000f, float InPlayRate = 1.000000f, int LoopCount = 1, float BlendOutTriggerTime = -1.000000f, float InTimeToStartMontageAt = 0.000000f);
/// <summary>Return true if it's playing the slot animation</summary> public extern bool IsPlayingSlotAnimation(UAnimSequenceBase Asset, FName SlotNodeName);