Zdexby TheHolyOneZ
6,829 classes
Class

UContextualAnimUtilities

: UBlueprintFunctionLibrary : UObject
/Script/ContextualAnimation.ContextualAnimUtilities 0x0028 (40 B) align 8 inherited 0x0028 vtable /Script/ContextualAnimation
0x00x0028

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 32

SignatureFlagsNativeParams
void BP_SceneBindings_GetSectionAndAnimSetNames(FContextualAnimSceneBindings& Bindings, const FName& SectionName, const FName& AnimSetName)FinalNative+2 flags0x38
void BP_SceneBindings_GetSectionAndAnimSetIndices(FContextualAnimSceneBindings& Bindings, const int32& SectionIdx, const int32& AnimSetIdx)FinalNative+2 flags0x30
UContextualAnimSceneAsset* BP_SceneBindings_GetSceneAsset(FContextualAnimSceneBindings& Bindings)FinalNative+2 flags0x30
FContextualAnimSceneBinding BP_SceneBindings_GetPrimaryBinding(FContextualAnimSceneBindings& Bindings)FinalNative+2 flags0x120
TArray<FContextualAnimSceneBinding> BP_SceneBindings_GetBindings(FContextualAnimSceneBindings& Bindings)FinalNative+2 flags0x38
FContextualAnimSceneBinding BP_SceneBindings_GetBindingByRole(FContextualAnimSceneBindings& Bindings, const FName& Role)FinalNative+2 flags0x120
FContextualAnimSceneBinding BP_SceneBindings_GetBindingByActor(FContextualAnimSceneBindings& Bindings, AActor* Actor)FinalNative+2 flags0x120
FTransform BP_SceneBindings_GetAlignmentTransformFromBinding(FContextualAnimSceneBindings& Bindings, FContextualAnimSceneBinding& Binding, FContextualAnimWarpPoint& WarpPoint)FinalNative+2 flags0x1F0
FTransform BP_SceneBindings_GetAlignmentTransformForRoleRelativeToWarpPoint(FContextualAnimSceneBindings& Bindings, const FName& Role, FContextualAnimWarpPoint& WarpPoint, float Time)FinalNative+2 flags0x110
FTransform BP_SceneBindings_GetAlignmentTransformForRoleRelativeToOtherRole(FContextualAnimSceneBindings& Bindings, const FName& Role, const FName& RelativeToRole, float Time)FinalNative+2 flags0xA0
void BP_SceneBindings_CalculateWarpPoints(FContextualAnimSceneBindings& Bindings, const TArray<FContextualAnimWarpPoint>& OutWarpPoints)FinalNative+2 flags0x38
void BP_SceneBindings_AddOrUpdateWarpTargetsForBindings(FContextualAnimSceneBindings& Bindings)FinalNative+2 flags0x28
FContextualAnimSceneBindingContext BP_SceneBindingContext_MakeFromActorWithExternalTransform(AActor* Actor, const FTransform& ExternalTransform)FinalNative+2 flags0x150
FContextualAnimSceneBindingContext BP_SceneBindingContext_MakeFromActor(AActor* Actor)FinalNative+2 flags0xF0
bool BP_SceneBindingContext_HasMatchingGameplayTag(FContextualAnimSceneBindingContext& BindingContext, FGameplayTag& TagToCheck)FinalNative+2 flags0xE9
bool BP_SceneBindingContext_HasAnyMatchingGameplayTags(FContextualAnimSceneBindingContext& BindingContext, FGameplayTagContainer& TagContainer)FinalNative+2 flags0x101
bool BP_SceneBindingContext_HasAllMatchingGameplayTags(FContextualAnimSceneBindingContext& BindingContext, FGameplayTagContainer& TagContainer)FinalNative+2 flags0x101
FVector BP_SceneBindingContext_GetVelocity(FContextualAnimSceneBindingContext& BindingContext)FinalNative+2 flags0xF8
FTransform BP_SceneBindingContext_GetTransform(FContextualAnimSceneBindingContext& BindingContext)FinalNative+2 flags0x140
FGameplayTagContainer BP_SceneBindingContext_GetGameplayTags(FContextualAnimSceneBindingContext& BindingContext)FinalNative+2 flags0x100
void BP_SceneBindingContext_GetCurrentSectionAndAnimSetNames(FContextualAnimSceneBindingContext& BindingContext, const FName& SectionName, const FName& AnimSetName)FinalNative+2 flags0xF0
AActor* BP_SceneBindingContext_GetActor(FContextualAnimSceneBindingContext& BindingContext)FinalNative+2 flags0xE8
USkeletalMeshComponent* BP_SceneBinding_GetSkeletalMesh(FContextualAnimSceneBinding& Binding)FinalNative+2 flags0xF8
FName BP_SceneBinding_GetRoleFromBinding(FContextualAnimSceneBindings& Bindings, FContextualAnimSceneBinding& Binding)FinalNative+2 flags0x128
UAnimSequenceBase* BP_SceneBinding_GetAnimationFromBinding(FContextualAnimSceneBindings& Bindings, FContextualAnimSceneBinding& Binding)FinalNative+2 flags0x128
AActor* BP_SceneBinding_GetActor(FContextualAnimSceneBinding& Binding)FinalNative+2 flags0xF8
float BP_Montage_GetSectionTimeLeftFromPos(UAnimMontage* Montage, float Position)FinalNative+2 flags0x10
void BP_Montage_GetSectionStartAndEndTime(UAnimMontage* Montage, int32 SectionIndex, const float& OutStartTime, const float& OutEndTime)FinalNative+2 flags0x14
float BP_Montage_GetSectionLength(UAnimMontage* Montage, int32 SectionIndex)FinalNative+2 flags0x10
void BP_DrawDebugPose(UObject* WorldContextObject, UAnimSequenceBase* Animation, float Time, const FTransform& LocalToWorldTransform, const FLinearColor& Color, float Lifetime, float Thickness)FinalNative+2 flags0x98
bool BP_CreateContextualAnimSceneBindingsForTwoActors(UContextualAnimSceneAsset* SceneAsset, FContextualAnimSceneBindingContext& Primary, FContextualAnimSceneBindingContext& Secondary, FContextualAnimSceneBindings& OutBindings)FinalNative+2 flags0x1F9
bool BP_CreateContextualAnimSceneBindings(UContextualAnimSceneAsset* SceneAsset, TMap<FName, FContextualAnimSceneBindingContext>& Params, FContextualAnimSceneBindings& OutBindings)FinalNative+2 flags0x81