///<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);
///<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);
///<summary>Set position.</summary> public void Montage_SetPosition(AnimMontage Montage, float NewPosition) => AnimInstance_methods.Montage_SetPosition_method.Invoke(ObjPointer, Montage, NewPosition);
///<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);
///<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);
///<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);
///<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);
///<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);
///<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);
///<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);
///<summary>Get Current Montage Position</summary> public float Montage_GetPosition(AnimMontage Montage) => AnimInstance_methods.Montage_GetPosition_method.Invoke(ObjPointer, Montage);
///<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);
///<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);
///<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);
///<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);
///<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);