Example #1
0
        /// <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);
        }
Example #2
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);
        }
Example #3
0
        /// <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);
        }
Example #4
0
 /// <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);
Example #5
0
 /// <summary>Return true if it's playing the slot animation</summary>
 public extern bool IsPlayingSlotAnimation(UAnimSequenceBase Asset, FName SlotNodeName);