public float GetAnimAssetPlayerTimeFromEnd(UAnimationAsset AnimAsset, float CurrentTime) { CheckIsValid(); float ___ret = GetAnimAssetPlayerTimeFromEnd(_this.Get(), AnimAsset, CurrentTime); return(___ret); }
/// <summary>Set New Asset - calls InitializeAnimation, for now we need MeshComponent *</summary> public void SetAnimationAsset(UAnimationAsset NewAsset, bool bIsLooping = true, float InPlayRate = 1.000000f) { CheckIsValid(); SetAnimationAsset(_this.Get(), NewAsset, bIsLooping?1:0, InPlayRate); }
public void PlayAnimation(UAnimationAsset NewAnimToPlay, bool bLooping) { CheckIsValid(); PlayAnimation(_this.Get(), NewAnimToPlay, bLooping?1:0); }
public void SetAnimation(UAnimationAsset NewAnimToPlay) { CheckIsValid(); SetAnimation(_this.Get(), NewAnimToPlay); }
/// <summary> /// This overrides current AnimationData parameter in the SkeletalMeshComponent. This will serialize when the component serialize /// so it can be used during construction script. However note that this will override current existing data /// This can be useful if you'd like to make a blueprint with custom default animation per component /// This sets single player mode, which means you can't use AnimBlueprint with it /// </summary> public void OverrideAnimationData(UAnimationAsset InAnimToPlay, bool bIsLooping = true, bool bIsPlaying = true, float Position = 0.000000f, float PlayRate = 1.000000f) { CheckIsValid(); OverrideAnimationData(_this.Get(), InAnimToPlay, bIsLooping?1:0, bIsPlaying?1:0, Position, PlayRate); }
/// <summary> /// Animation play functions /// * /// * These changes status of animation instance, which is transient data, which means it won't serialize with this compoennt /// * Becuase of that reason, it is not safe to be used during construction script /// * Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized /// </summary> public extern void PlayAnimation(UAnimationAsset NewAnimToPlay, bool bLooping);
/// <summary> /// Animation play functions /// * /// * These changes status of animation instance, which is transient data, which means it won't serialize with this compoennt /// * Becuase of that reason, it is not safe to be used during construction script /// * Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized /// </summary> public extern void SetAnimation(UAnimationAsset NewAnimToPlay);
/// <summary> /// This overrides current AnimationData parameter in the SkeletalMeshComponent. This will serialize when the component serialize /// so it can be used during construction script. However note that this will override current existing data /// This can be useful if you'd like to make a blueprint with custom default animation per component /// This sets single player mode, which means you can't use AnimBlueprint with it /// </summary> public extern void OverrideAnimationData(UAnimationAsset InAnimToPlay, bool bIsLooping = true, bool bIsPlaying = true, float Position = 0.000000f, float PlayRate = 1.000000f);
/// <summary>Set New Asset - calls InitializeAnimation, for now we need MeshComponent *</summary> public extern virtual void SetAnimationAsset(UAnimationAsset NewAsset, bool bIsLooping = true, float InPlayRate = 1.000000f);
public static float GetAnimAssetPlayerLength(UAnimationAsset AnimAsset) { float ___ret = GetAnimAssetPlayerLength(IntPtr.Zero, AnimAsset); return(___ret); }
public static float GetAnimAssetPlayerTimeFraction(UAnimationAsset AnimAsset, float CurrentTime) { float ___ret = GetAnimAssetPlayerTimeFraction(IntPtr.Zero, AnimAsset, CurrentTime); return(___ret); }