///<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 AnimMontage PlaySlotAnimationAsDynamicMontage(AnimSequenceBase Asset, Name SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt) => AnimInstance_methods.PlaySlotAnimationAsDynamicMontage_method.Invoke(ObjPointer, Asset, SlotNodeName, BlendInTime, BlendOutTime, InPlayRate, LoopCount, BlendOutTriggerTime, InTimeToStartMontageAt);
internal bool on_Received_Notify(SkeletalMeshComponent MeshComp, AnimSequenceBase Animation, bool ReturnValue) => Received_Notify != null?Received_Notify(MeshComp, Animation, ReturnValue) : ReturnValue;
///<summary>Play Slot Animation</summary> public float PlaySlotAnimation(AnimSequenceBase Asset, Name SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount) => AnimInstance_methods.PlaySlotAnimation_method.Invoke(ObjPointer, Asset, SlotNodeName, BlendInTime, BlendOutTime, InPlayRate, LoopCount);
///<summary>Return true if it's playing the slot animation</summary> public bool IsPlayingSlotAnimation(AnimSequenceBase Asset, Name SlotNodeName) => AnimInstance_methods.IsPlayingSlotAnimation_method.Invoke(ObjPointer, Asset, SlotNodeName);
internal bool on_Received_NotifyTick(SkeletalMeshComponent MeshComp, AnimSequenceBase Animation, float FrameDeltaTime, bool ReturnValue) => Received_NotifyTick != null?Received_NotifyTick(MeshComp, Animation, FrameDeltaTime, ReturnValue) : ReturnValue;
internal bool on_Received_NotifyBegin(SkeletalMeshComponent MeshComp, AnimSequenceBase Animation, float TotalDuration, bool ReturnValue) => Received_NotifyBegin != null?Received_NotifyBegin(MeshComp, Animation, TotalDuration, ReturnValue) : ReturnValue;
internal ParticleSystem on_OverridePSTemplate(SkeletalMeshComponent MeshComp, AnimSequenceBase Animation, ParticleSystem ReturnValue) => OverridePSTemplate != null?OverridePSTemplate(MeshComp, Animation, ReturnValue) : ReturnValue;