예제 #1
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        /// <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);
        }
예제 #2
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/// <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);
        }
예제 #3
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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(UAnimMontage MontageToPlay, float InPlayRate = 1.000000f, EMontagePlayReturnType ReturnValueType = EMontagePlayReturnType.MontageLength)
        {
            CheckIsValid();
            float ___ret = Montage_Play(_this.Get(), MontageToPlay, InPlayRate, (int)ReturnValueType);

            return(___ret);
        }
예제 #4
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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(UAnimMontage Montage)
        {
            CheckIsValid();
            int ___ret = Montage_IsActive(_this.Get(), Montage);

            return(___ret != 0);
        }
예제 #5
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        /// <summary>Get Current Montage Position</summary>
        public float Montage_GetPosition(UAnimMontage Montage)
        {
            CheckIsValid();
            float ___ret = Montage_GetPosition(_this.Get(), Montage);

            return(___ret);
        }
예제 #6
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        /// <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);
        }
예제 #7
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        /// <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);
        }
예제 #8
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/// <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);
        }
예제 #9
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        /// <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);
        }
예제 #10
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 /// <summary>Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages.</summary>
 public extern void Montage_Resume(UAnimMontage Montage);
예제 #11
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 /// <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);
예제 #12
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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.... 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);
예제 #13
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 /// <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);
예제 #14
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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 extern bool Montage_IsActive(UAnimMontage Montage);
예제 #15
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 /// <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);
 }
예제 #16
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 /// <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);
예제 #17
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 /// <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);
 }
예제 #18
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/// <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);
        }
예제 #19
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 /// <summary>return true if Montage is not currently active. (not valid or blending out)</summary>
 public extern bool Montage_GetIsStopped(UAnimMontage Montage);
예제 #20
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 /// <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);
예제 #21
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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, UAnimMontage Montage)
 {
     CheckIsValid();
     Montage_Stop(_this.Get(), InBlendOutTime, Montage);
 }
예제 #22
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 /// <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);
 }
예제 #23
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 /// <summary>Pauses the animation montage. If reference is NULL, it will pause ALL active montages.</summary>
 public extern void Montage_Pause(UAnimMontage Montage);
예제 #24
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 /// <summary>Returns the name of the current animation montage section.</summary>
 public extern FName Montage_GetCurrentSection(UAnimMontage Montage);
예제 #25
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 /// <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);
예제 #26
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 /// <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);
예제 #27
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 /// <summary>Get Current Montage Position</summary>
 public extern float Montage_GetPosition(UAnimMontage Montage);
예제 #28
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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.... 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);
 }
예제 #29
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 /// <summary>Set position.</summary>
 public extern void Montage_SetPosition(UAnimMontage Montage, float NewPosition);
예제 #30
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 /// <summary>Set position.</summary>
 public void Montage_SetPosition(UAnimMontage Montage, float NewPosition)
 {
     CheckIsValid();
     Montage_SetPosition(_this.Get(), Montage, NewPosition);
 }