

Returns the length of the animation montage in seconds, or 0.f if failed to play. Play Animation Montage on the character mesh. Both on this mesh and it's skeleton.īroadcast when the components anim instance is initialized Locks indicated AI resources of animated pawn True if we are playing Anim root motion right now Return true if it's playing the slot animation This means code path for networked root motion is enabled. True if we are playing Root Motion right now, through a Montage with RootMotionMode = ERootMotionMode::RootMotionFromMontagesOnly.

True if we are playing root motion from any source right now (anim root motion, root motion source) Makes a montage jump to the end of a named section. Gets whether the widget ticks when offscreen or not The meshes sockets are accessed first, then the skeletons. Returns the total play length of the montage, if played back with a speed of 1.0. Returns the skeletal mesh component that has created this AnimInstance Returns the owning actor of this AnimInstance Returns current value of AnimRootMotionScale This returns last up-to-date list of active curve names If there are multiple sockets with the same name, will return the first one.Īlso returns the index for the socket allowing for future fast access via GetSocketByIndex()įind a socket object and asscociated info in this SkeletalMesh by name.Īlso rteturns the socket loca transform and the bone index (if any) The range of return will be from, and this can be used to feed blendspace directional valueįind a socket object in this SkeletalMesh by name.Įntering NAME_None will return NULL.

Returns degree of the angle betwee velocity and Rotation forward vector Allows binding to a specific animation's event.
