示例#1
0
        public float GetAnimAssetPlayerTimeFromEnd(UAnimationAsset AnimAsset, float CurrentTime)
        {
            CheckIsValid();
            float ___ret = GetAnimAssetPlayerTimeFromEnd(_this.Get(), AnimAsset, CurrentTime);

            return(___ret);
        }
示例#2
0
/// <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);
 }
示例#5
0
/// <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);
        }
示例#6
0
 /// <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);
示例#7
0
 /// <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);
示例#8
0
 /// <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);
示例#10
0
        public static float GetAnimAssetPlayerLength(UAnimationAsset AnimAsset)
        {
            float ___ret = GetAnimAssetPlayerLength(IntPtr.Zero, AnimAsset);

            return(___ret);
        }
示例#11
0
        public static float GetAnimAssetPlayerTimeFraction(UAnimationAsset AnimAsset, float CurrentTime)
        {
            float ___ret = GetAnimAssetPlayerTimeFraction(IntPtr.Zero, AnimAsset, CurrentTime);

            return(___ret);
        }