Esempio n. 1
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 ///<summary>Stops the animation montage. If reference is NULL, it will stop ALL active montages.</summary>
 public void Montage_Stop(float InBlendOutTime, AnimMontage Montage) =>
 AnimInstance_methods.Montage_Stop_method.Invoke(ObjPointer, InBlendOutTime, Montage);
Esempio n. 2
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 ///<summary>Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate.</summary>
 public void Montage_SetPlayRate(AnimMontage Montage, float NewPlayRate) =>
 AnimInstance_methods.Montage_SetPlayRate_method.Invoke(ObjPointer, Montage, NewPlayRate);
Esempio n. 3
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 ///<summary>Set position.</summary>
 public void Montage_SetPosition(AnimMontage Montage, float NewPosition) =>
 AnimInstance_methods.Montage_SetPosition_method.Invoke(ObjPointer, Montage, NewPosition);
Esempio n. 4
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 ///<summary>Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages.</summary>
 public void Montage_Resume(AnimMontage Montage) =>
 AnimInstance_methods.Montage_Resume_method.Invoke(ObjPointer, Montage);
Esempio n. 5
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 ///<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.
 ///</summary>
 ///<remarks>
 ///... 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
 ///</remarks>
 public void Montage_SetNextSection(Name SectionNameToChange, Name NextSection, AnimMontage Montage) =>
 AnimInstance_methods.Montage_SetNextSection_method.Invoke(ObjPointer, SectionNameToChange, NextSection, Montage);
Esempio n. 6
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 ///<summary>Makes a montage jump to the end of a named section. If Montage reference is NULL, it will do that to all active montages.</summary>
 public void Montage_JumpToSectionsEnd(Name SectionName, AnimMontage Montage) =>
 AnimInstance_methods.Montage_JumpToSectionsEnd_method.Invoke(ObjPointer, SectionName, Montage);
Esempio n. 7
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 ///<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(AnimMontage MontageToPlay, float InPlayRate, EMontagePlayReturnType ReturnValueType, float InTimeToStartMontageAt, bool bStopAllMontages) =>
 AnimInstance_methods.Montage_Play_method.Invoke(ObjPointer, MontageToPlay, InPlayRate, ReturnValueType, InTimeToStartMontageAt, bStopAllMontages);
Esempio n. 8
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 ///<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(AnimMontage Montage) =>
 AnimInstance_methods.Montage_IsActive_method.Invoke(ObjPointer, Montage);
Esempio n. 9
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 ///<summary>Returns true if the animation montage is currently active and playing.</summary>
 ///<remarks>If reference is NULL, it will return true is ANY montage is currently active and playing.</remarks>
 public bool Montage_IsPlaying(AnimMontage Montage) =>
 AnimInstance_methods.Montage_IsPlaying_method.Invoke(ObjPointer, Montage);
Esempio n. 10
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 ///<summary>Get PlayRate for Montage.</summary>
 ///<remarks>
 ///If Montage reference is NULL, PlayRate for any Active Montage will be returned.
 ///      If Montage is not playing, 0 is returned.
 ///</remarks>
 public float Montage_GetPlayRate(AnimMontage Montage) =>
 AnimInstance_methods.Montage_GetPlayRate_method.Invoke(ObjPointer, Montage);
Esempio n. 11
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 ///<summary>Get Current Montage Position</summary>
 public float Montage_GetPosition(AnimMontage Montage) =>
 AnimInstance_methods.Montage_GetPosition_method.Invoke(ObjPointer, Montage);
Esempio n. 12
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 ///<summary>return true if Montage is not currently active. (not valid or blending out)</summary>
 public bool Montage_GetIsStopped(AnimMontage Montage) =>
 AnimInstance_methods.Montage_GetIsStopped_method.Invoke(ObjPointer, Montage);
Esempio n. 13
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 ///<summary>Returns the name of the current animation montage section.</summary>
 public Name Montage_GetCurrentSection(AnimMontage Montage) =>
 AnimInstance_methods.Montage_GetCurrentSection_method.Invoke(ObjPointer, Montage);
Esempio n. 14
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 ///<summary>Get the current blend time of the Montage.</summary>
 ///<remarks>If Montage reference is NULL, it will return the current blend time on the first active Montage found.</remarks>
 public float Montage_GetBlendTime(AnimMontage Montage) =>
 AnimInstance_methods.Montage_GetBlendTime_method.Invoke(ObjPointer, Montage);
Esempio n. 15
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 ///<summary>Stop Animation Montage. If nullptr, 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(AnimMontage AnimMontage) =>
 Character_methods.StopAnimMontage_method.Invoke(ObjPointer, AnimMontage);
Esempio n. 16
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 ///<summary>Play Animation Montage on the character mesh *</summary>
 public float PlayAnimMontage(AnimMontage AnimMontage, float InPlayRate, Name StartSectionName) =>
 Character_methods.PlayAnimMontage_method.Invoke(ObjPointer, AnimMontage, InPlayRate, StartSectionName);