/// <summary>return true if Montage is not currently active. (not valid or blending out)</summary> public bool Montage_GetIsStopped(UAnimMontage Montage) { CheckIsValid(); int ___ret = Montage_GetIsStopped(_this.Get(), Montage); return(___ret != 0); }
/// <summary>Play Animation Montage on the character mesh *</summary> public float PlayAnimMontage(UAnimMontage AnimMontage, float InPlayRate = 1.000000f, string StartSectionName = "None") { CheckIsValid(); float ___ret = PlayAnimMontage(_this.Get(), AnimMontage, InPlayRate, StartSectionName); return(___ret); }
/// <summary>Plays an animation montage. Returns the length of the animation montage in seconds. Returns 0.f if failed to play.</summary> public float Montage_Play(UAnimMontage MontageToPlay, float InPlayRate = 1.000000f, EMontagePlayReturnType ReturnValueType = EMontagePlayReturnType.MontageLength) { CheckIsValid(); float ___ret = Montage_Play(_this.Get(), MontageToPlay, InPlayRate, (int)ReturnValueType); return(___ret); }
/// <summary>Returns true if the animation montage is active. If the Montage reference is NULL, it will return true if any Montage is active.</summary> public bool Montage_IsActive(UAnimMontage Montage) { CheckIsValid(); int ___ret = Montage_IsActive(_this.Get(), Montage); return(___ret != 0); }
/// <summary>Get Current Montage Position</summary> public float Montage_GetPosition(UAnimMontage Montage) { CheckIsValid(); float ___ret = Montage_GetPosition(_this.Get(), Montage); return(___ret); }
/// <summary>Returns the name of the current animation montage section.</summary> public string Montage_GetCurrentSection(UAnimMontage Montage) { CheckIsValid(); string ___ret = Montage_GetCurrentSection(_this.Get(), Montage); return(___ret); }
/// <summary> /// Get the current blend time of the Montage. /// If Montage reference is NULL, it will return the current blend time on the first active Montage found. /// </summary> public float Montage_GetBlendTime(UAnimMontage Montage) { CheckIsValid(); float ___ret = Montage_GetBlendTime(_this.Get(), Montage); return(___ret); }
/// <summary>Return current playing Montage *</summary> public UAnimMontage GetCurrentMontage() { CheckIsValid(); IntPtr ___ret = GetCurrentMontage(_this.Get()); 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 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>Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages.</summary> public extern void Montage_Resume(UAnimMontage Montage);
/// <summary>Makes a montage jump to a named section. If Montage reference is NULL, it will do that to all active montages.</summary> public extern void Montage_JumpToSection(FName SectionName, UAnimMontage Montage);
/// <summary> /// Relink new next section AFTER SectionNameToChange in run-time /// You can link section order the way you like in editor, but in run-time if you'd like to change it dynamically, /// use this function to relink the next section /// For example, you can have Start->Loop->Loop->Loop.... but when you want it to end, you can relink /// next section of Loop to be End to finish the montage, in which case, it stops looping by Loop->End. /// @param SectionNameToChange : This should be the name of the Montage Section after which you want to insert a new next section /// @param NextSection : new next section /// </summary> public extern void Montage_SetNextSection(FName SectionNameToChange, FName NextSection, UAnimMontage Montage);
/// <summary>Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate.</summary> public extern void Montage_SetPlayRate(UAnimMontage Montage, float NewPlayRate = 1.000000f);
/// <summary>Returns true if the animation montage is active. If the Montage reference is NULL, it will return true if any Montage is active.</summary> public extern bool Montage_IsActive(UAnimMontage Montage);
/// <summary>Makes a montage jump to a named section. If Montage reference is NULL, it will do that to all active montages.</summary> public void Montage_JumpToSection(string SectionName, UAnimMontage Montage) { CheckIsValid(); Montage_JumpToSection(_this.Get(), SectionName, Montage); }
/// <summary> /// Get PlayRate for Montage. /// If Montage reference is NULL, PlayRate for any Active Montage will be returned. /// If Montage is not playing, 0 is returned. /// </summary> public extern float Montage_GetPlayRate(UAnimMontage Montage);
/// <summary>Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate.</summary> public void Montage_SetPlayRate(UAnimMontage Montage, float NewPlayRate = 1.000000f) { CheckIsValid(); Montage_SetPlayRate(_this.Get(), Montage, NewPlayRate); }
/// <summary>Stop Animation Montage. If NULL, it will stop what's currently active. The Blend Out Time is taken from the montage asset that is being stopped. *</summary> public void StopAnimMontage(UAnimMontage AnimMontage) { CheckIsValid(); StopAnimMontage(_this.Get(), AnimMontage); }
/// <summary>return true if Montage is not currently active. (not valid or blending out)</summary> public extern bool Montage_GetIsStopped(UAnimMontage Montage);
/// <summary> /// Get the current blend time of the Montage. /// If Montage reference is NULL, it will return the current blend time on the first active Montage found. /// </summary> public extern float Montage_GetBlendTime(UAnimMontage Montage);
/// <summary>Stops the animation montage. If reference is NULL, it will stop ALL active montages.</summary> public void Montage_Stop(float InBlendOutTime, UAnimMontage Montage) { CheckIsValid(); Montage_Stop(_this.Get(), InBlendOutTime, Montage); }
/// <summary>Pauses the animation montage. If reference is NULL, it will pause ALL active montages.</summary> public void Montage_Pause(UAnimMontage Montage) { CheckIsValid(); Montage_Pause(_this.Get(), Montage); }
/// <summary>Pauses the animation montage. If reference is NULL, it will pause ALL active montages.</summary> public extern void Montage_Pause(UAnimMontage Montage);
/// <summary>Returns the name of the current animation montage section.</summary> public extern FName Montage_GetCurrentSection(UAnimMontage Montage);
/// <summary>Stops the animation montage. If reference is NULL, it will stop ALL active montages.</summary> public extern void Montage_Stop(float InBlendOutTime, UAnimMontage Montage);
/// <summary> /// Returns true if the animation montage is currently active and playing. /// If reference is NULL, it will return true is ANY montage is currently active and playing. /// </summary> public extern bool Montage_IsPlaying(UAnimMontage Montage);
/// <summary>Get Current Montage Position</summary> public extern float Montage_GetPosition(UAnimMontage Montage);
/// <summary> /// Relink new next section AFTER SectionNameToChange in run-time /// You can link section order the way you like in editor, but in run-time if you'd like to change it dynamically, /// use this function to relink the next section /// For example, you can have Start->Loop->Loop->Loop.... but when you want it to end, you can relink /// next section of Loop to be End to finish the montage, in which case, it stops looping by Loop->End. /// @param SectionNameToChange : This should be the name of the Montage Section after which you want to insert a new next section /// @param NextSection : new next section /// </summary> public void Montage_SetNextSection(string SectionNameToChange, string NextSection, UAnimMontage Montage) { CheckIsValid(); Montage_SetNextSection(_this.Get(), SectionNameToChange, NextSection, Montage); }
/// <summary>Set position.</summary> public extern void Montage_SetPosition(UAnimMontage Montage, float NewPosition);
/// <summary>Set position.</summary> public void Montage_SetPosition(UAnimMontage Montage, float NewPosition) { CheckIsValid(); Montage_SetPosition(_this.Get(), Montage, NewPosition); }