Zdexby TheHolyOneZ
2,759 classes
Class

UAnimSingleNodeInstance

: UAnimInstance : UObject
/Script/Engine.AnimSingleNodeInstance 0x02D0 (720 B) align 16 inherited 0x02C0 vtable /Script/Engine
0x00x02D0

Members 2

OffsetSizeNameTypeFlagsDefault
0x08CurrentAssetUAnimationAsset*Transient+5 flagsnullptr
0x10PostEvaluateAnimEventFScriptDelegateTransient+4 flags<delegate>
Inherited from UAnimInstance 13
OffsetSizeNameTypeFlagsDefault
0x08CurrentSkeletonUSkeleton*Transient+5 flagsnullptr
0x01RootMotionModeERootMotionMode7 flagsRootMotionFromMontagesOnly
0x01bUseMultiThreadedAnimationUpdate : 1bit 0bool3 flagstrue
0x01bUsingCopyPoseFromMesh : 1bit 1bool3 flagsfalse
0x01bReceiveNotifiesFromLinkedInstances : 1bit 4bool5 flagsfalse
0x01bPropagateNotifiesToLinkedInstances : 1bit 5bool5 flagsfalse
0x01bQueueMontageEvents : 1bit 6boolTransient+3 flagsfalse
0x00320x06padding / unreflected
0x10OnMontageBlendingOutFMulticastScriptDelegate4 flags<delegate>
0x10OnMontageStartedFMulticastScriptDelegate4 flags<delegate>
0x10OnMontageEndedFMulticastScriptDelegate4 flags<delegate>
0x10OnAllMontageInstancesEndedFMulticastScriptDelegate4 flags<delegate>
0x00780x88padding / unreflected
0x70NotifyQueueFAnimNotifyQueueTransient+1 flags{AnimNotifies=[], UnfilteredMontageAnimNotifies=<TMap>}
0x10ActiveAnimNotifyStateTArray<FAnimNotifyEvent>Transient+3 flags[]

Functions 13

SignatureFlagsNativeParams
void StopAnim()FinalNative+1 flags0x00
void SetReverse(bool bInReverse)FinalNative+1 flags0x01
void SetPreviewCurveOverride(const FName& PoseName, float Value, bool bRemoveIfZero)FinalNative+1 flags0x0D
void SetPositionWithPreviousTime(float InPosition, float InPreviousTime, bool bFireNotifies)FinalNative+1 flags0x09
void SetPosition(float InPosition, bool bFireNotifies)FinalNative+1 flags0x05
void SetPlayRate(float InPlayRate)FinalNative+1 flags0x04
void SetPlaying(bool bIsPlaying)FinalNative+1 flags0x01
void SetLooping(bool bIsLooping)FinalNative+1 flags0x01
void SetBlendSpaceInput(const FVector& InBlendInput)FinalNative+1 flags0x0C
void SetAnimationAsset(UAnimationAsset* NewAsset, bool bIsLooping, float InPlayRate)NativePublic0x10
void PlayAnim(bool bIsLooping, float InPlayRate, float InStartPosition)FinalNative+1 flags0x0C
float GetLength()FinalNative+1 flags0x04
UAnimationAsset* GetAnimationAsset()NativePublic0x08