Animation Instance
Introduction
Base animation instance for USK characters
Dependencies
The USKCharacterAnimationInstance relies on other components of this plugin to work:
- Logger: Used to log useful information to help you debug any issues you might experience
Animation Montages
The animation blueprint contains a USK slot that can be used to play animation montages
API Reference
Properties
| Property | Description | Type | Default Value |
|---|---|---|---|
| BlendBoneName | The name of the bone used to blend the character's animations | FName | |
| bMeshSpaceRotationBlend | Whether to blend bone rotations in mesh space or in local space | bool | false |
| bMeshSpaceScaleBlend | Whether to blend bone scales in mesh space or in local space | bool | false |
| bBlendRootMotionBasedOnRootBone | Should we incorporate the per-bone blend weight of the root bone when lending root motion? | bool | true |
| bEnableDirectionalMovementAnimations | Should directional movement animations be used? | bool | false |
| IdleBaseAnimation | The base animation used when the character is in the idle state | UAnimSequence* | nullptr |
| WalkBaseAnimation | The base animation used when the character is walking | UAnimSequence* | nullptr |
| WalkForwardBaseAnimation | The base animation used when the character is walking forward | UAnimSequence* | nullptr |
| WalkBackwardsBaseAnimation | The base animation used when the character is walking backwards | UAnimSequence* | nullptr |
| WalkLeftBaseAnimation | The base animation used when the character is walking left | UAnimSequence* | nullptr |
| WalkRightBaseAnimation | The base animation used when the character is walking right | UAnimSequence* | nullptr |
| RunBaseAnimation | The base animation used when the character is running | UAnimSequence* | nullptr |
| RunForwardBaseAnimation | The base animation used when the character is running forward | UAnimSequence* | nullptr |
| RunBackwardsBaseAnimation | The base animation used when the character is running backwards | UAnimSequence* | nullptr |
| RunLeftBaseAnimation | The base animation used when the character is running left | UAnimSequence* | nullptr |
| RunRightBaseAnimation | The base animation used when the character is running right | UAnimSequence* | nullptr |
| SprintBaseAnimation | The base animation used when the character is sprinting | UAnimSequence* | nullptr |
| SprintForwardBaseAnimation | The base animation used when the character is sprinting forward | UAnimSequence* | nullptr |
| SprintBackwardsBaseAnimation | The base animation used when the character is sprinting backwards | UAnimSequence* | nullptr |
| SprintLeftBaseAnimation | The base animation used when the character is sprinting left | UAnimSequence* | nullptr |
| SprintRightBaseAnimation | The base animation used when the character is sprinting right | UAnimSequence* | nullptr |
| JumpBaseAnimation | The base animation used when the character is jumping | UAnimSequence* | nullptr |
| DoubleJumpBaseAnimation | The base animation used when the character is double jumping | UAnimSequence* | nullptr |
| FallBaseAnimation | The base animation used when the character is falling | UAnimSequence* | nullptr |
| LandBaseAnimation | The base animation used when the character is landing | UAnimSequence* | nullptr |
| CrouchStartBaseAnimation | The base animation used when the character starts crouching | UAnimSequence* | nullptr |
| CrouchEndBaseAnimation | The base animation used when the character stops crouching | UAnimSequence* | nullptr |
| CrouchIdleBaseAnimation | The base animation used when the character is crouching and idle | UAnimSequence* | nullptr |
| CrouchWalkBaseAnimation | The base animation used when the character is crouching and walking | UAnimSequence* | nullptr |
| CrouchWalkForwardBaseAnimation | The base animation used when the character is crouching and walking forward | UAnimSequence* | nullptr |
| CrouchWalkBackwardsBaseAnimation | The base animation used when the character is crouching and walking backwards | UAnimSequence* | nullptr |
| CrouchWalkLeftBaseAnimation | The base animation used when the character is crouching and walking left | UAnimSequence* | nullptr |
| CrouchWalkRightBaseAnimation | The base animation used when the character is crouching and walking right | UAnimSequence* | nullptr |
| ProneStartBaseAnimation | The base animation used when the character starts proning | UAnimSequence* | nullptr |
| ProneEndBaseAnimation | The base animation used when the character stops proning | UAnimSequence* | nullptr |
| ProneIdleBaseAnimation | The base animation used when the character is proning and idle | UAnimSequence* | nullptr |
| ProneMoveBaseAnimation | The base animation used when the character is proning and moving | UAnimSequence* | nullptr |
| StompStartBaseAnimation | The base animation used when the character is starting to stomp | UAnimSequence* | nullptr |
| StompFallBaseAnimation | The base animation used when the character is falling after a stomp | UAnimSequence* | nullptr |
| StompLandBaseAnimation | The base animation used when the character is landing after a stomp | UAnimSequence* | nullptr |
| SlideStartBaseAnimation | The base animation used when the character starts sliding | UAnimSequence* | nullptr |
| SlideEndBaseAnimation | The base animation used when the character stops sliding | UAnimSequence* | nullptr |
| SlideLoopBaseAnimation | The base animation used when the character is sliding | UAnimSequence* | nullptr |
| IdleAnimation | The animation used when the character is in the idle state while unarmed | UAnimSequence* | nullptr |
| WalkAnimation | The animation used when the character is walking while unarmed | UAnimSequence* | nullptr |
| RunAnimation | The animation used when the character is running while unarmed | UAnimSequence* | nullptr |
| SprintAnimation | The animation used when the character is sprinting while unarmed | UAnimSequence* | nullptr |
| JumpAnimation | The animation used when the character is jumping while unarmed | UAnimSequence* | nullptr |
| DoubleJumpAnimation | The animation used when the character is double jumping while unarmed | UAnimSequence* | nullptr |
| FallAnimation | The animation used when the character is falling while unarmed | UAnimSequence* | nullptr |
| LandAnimation | The animation used when the character is landing while unarmed | UAnimSequence* | nullptr |
| CrouchStartAnimation | The animation used when the character starts crouching while unarmed | UAnimSequence* | nullptr |
| CrouchEndAnimation | The animation used when the character stops crouching while unarmed | UAnimSequence* | nullptr |
| CrouchIdleAnimation | The animation used when the character is crouching and idle while unarmed | UAnimSequence* | nullptr |
| CrouchWalkAnimation | The animation used when the character is crouching and walking while unarmed | UAnimSequence* | nullptr |
| ProneStartAnimation | The animation used when the character starts proning while unarmed | UAnimSequence* | nullptr |
| ProneEndAnimation | The animation used when the character stops proning while unarmed | UAnimSequence* | nullptr |
| ProneIdleAnimation | The animation used when the character is proning and idle while unarmed | UAnimSequence* | nullptr |
| ProneMoveAnimation | The animation used when the character is proning and moving while unarmed | UAnimSequence* | nullptr |
| StompStartAnimation | The animation used when the character is starting to stomp while unarmed | UAnimSequence* | nullptr |
| StompFallAnimation | The animation used when the character is falling after a stomp while unarmed | UAnimSequence* | nullptr |
| StompLandAnimation | The animation used when the character is landing after a stomp while unarmed | UAnimSequence* | nullptr |
| SlideStartAnimation | The animation used when the character starts sliding while unarmed | UAnimSequence* | nullptr |
| SlideEndAnimation | The animation used when the character stops sliding while unarmed | UAnimSequence* | nullptr |
| SlideLoopAnimation | The animation used when the character is sliding while unarmed | UAnimSequence* | nullptr |
| IdleWeaponOneHandedAnimation | The animation used when the character is in the idle state with a one handed weapon | UAnimSequence* | nullptr |
| WalkWeaponOneHandedAnimation | The animation used when the character is walking with a one handed weapon | UAnimSequence* | nullptr |
| RunWeaponOneHandedAnimation | The animation used when the character is running with a one handed weapon | UAnimSequence* | nullptr |
| SprintWeaponOneHandedAnimation | The animation used when the character is sprinting with a one handed weapon | UAnimSequence* | nullptr |
| JumpWeaponOneHandedAnimation | The animation used when the character is jumping with a one handed weapon | UAnimSequence* | nullptr |
| DoubleJumpWeaponOneHandedAnimation | The animation used when the character is double jumping with a one handed weapon | UAnimSequence* | nullptr |
| FallWeaponOneHandedAnimation | The animation used when the character is falling with a one handed weapon | UAnimSequence* | nullptr |
| LandWeaponOneHandedAnimation | The animation used when the character is landing with a one handed weapon | UAnimSequence* | nullptr |
| CrouchStartWeaponOneHandedAnimation | The animation used when the character starts crouching with a one handed weapon | UAnimSequence* | nullptr |
| CrouchEndWeaponOneHandedAnimation | The animation used when the character stops crouching with a one handed weapon | UAnimSequence* | nullptr |
| CrouchIdleWeaponOneHandedAnimation | The animation used when the character is crouching and idle with a one handed weapon | UAnimSequence* | nullptr |
| CrouchWalkWeaponOneHandedAnimation | The animation used when the character is crouching and walking with a one handed weapon | UAnimSequence* | nullptr |
| ProneStartWeaponOneHandedAnimation | The animation used when the character starts proning with a one handed weapon | UAnimSequence* | nullptr |
| ProneEndWeaponOneHandedAnimation | The animation used when the character stops proning with a one handed weapon | UAnimSequence* | nullptr |
| ProneIdleWeaponOneHandedAnimation | The animation used when the character is proning and idle with a one handed weapon | UAnimSequence* | nullptr |
| ProneMoveWeaponOneHandedAnimation | The animation used when the character is proning and moving with a one handed weapon | UAnimSequence* | nullptr |
| StompStartWeaponOneHandedAnimation | The animation used when the character is starting to stomp with a one handed weapon | UAnimSequence* | nullptr |
| StompFallWeaponOneHandedAnimation | The animation used when the character is falling after a stomp with a one handed weapon | UAnimSequence* | nullptr |
| StompLandWeaponOneHandedAnimation | The animation used when the character is landing after a stomp with a one handed weapon | UAnimSequence* | nullptr |
| SlideStartWeaponOneHandedAnimation | The animation used when the character starts sliding with a one handed weapon | UAnimSequence* | nullptr |
| SlideEndWeaponOneHandedAnimation | The animation used when the character stops sliding with a one handed weapon | UAnimSequence* | nullptr |
| SlideLoopWeaponOneHandedAnimation | The animation used when the character is sliding with a one handed weapon | UAnimSequence* | nullptr |
| IdleWeaponAimOneHandedAnimation | The animation used when the character is in the idle state with a one handed weapon while aiming | UAnimSequence* | nullptr |
| WalkWeaponAimOneHandedAnimation | The animation used when the character is walking with a one handed weapon while aiming | UAnimSequence* | nullptr |
| RunWeaponAimOneHandedAnimation | The animation used when the character is running with a one handed weapon while aiming | UAnimSequence* | nullptr |
| SprintWeaponAimOneHandedAnimation | The animation used when the character is sprinting with a one handed weapon while aiming | UAnimSequence* | nullptr |
| JumpWeaponAimOneHandedAnimation | The animation used when the character is jumping with a one handed weapon while aiming | UAnimSequence* | nullptr |
| DoubleJumpWeaponAimOneHandedAnimation | The animation used when the character is double jumping with a one handed weapon while aiming | UAnimSequence* | nullptr |
| FallWeaponAimOneHandedAnimation | The animation used when the character is falling with a one handed weapon while aiming | UAnimSequence* | nullptr |
| LandWeaponAimOneHandedAnimation | The animation used when the character is landing with a one handed weapon while aiming | UAnimSequence* | nullptr |
| CrouchStartWeaponAimOneHandedAnimation | The animation used when the character starts crouching with a one handed weapon while aiming | UAnimSequence* | nullptr |
| CrouchEndWeaponAimOneHandedAnimation | The animation used when the character stops crouching with a one handed weapon while aiming | UAnimSequence* | nullptr |
| CrouchIdleWeaponAimOneHandedAnimation | The animation used when the character is crouching and idle with a one handed weapon while aiming | UAnimSequence* | nullptr |
| CrouchWalkWeaponAimOneHandedAnimation | The animation used when the character is crouching and walking with a one handed weapon while aiming | UAnimSequence* | nullptr |
| ProneStartWeaponAimOneHandedAnimation | The animation used when the character starts proning with a one handed weapon while aiming | UAnimSequence* | nullptr |
| ProneEndWeaponAimOneHandedAnimation | The animation used when the character stops proning with a one handed weapon while aiming | UAnimSequence* | nullptr |
| ProneIdleWeaponAimOneHandedAnimation | The animation used when the character is proning and idle with a one handed weapon while aiming | UAnimSequence* | nullptr |
| ProneMoveWeaponAimOneHandedAnimation | The animation used when the character is proning and moving with a one handed weapon while aiming | UAnimSequence* | nullptr |
| StompStartWeaponAimOneHandedAnimation | The animation used when the character is starting to stomp with a one handed weapon while aiming | UAnimSequence* | nullptr |
| StompFallWeaponAimOneHandedAnimation | The animation used when the character is falling after a stomp with a one handed weapon while aiming | UAnimSequence* | nullptr |
| StompLandWeaponAimOneHandedAnimation | The animation used when the character is landing after a stomp with a one handed weapon while aiming | UAnimSequence* | nullptr |
| SlideStartWeaponAimOneHandedAnimation | The animation used when the character starts sliding with a one handed weapon while aiming | UAnimSequence* | nullptr |
| SlideEndWeaponAimOneHandedAnimation | The animation used when the character stops sliding with a one handed weapon while aiming | UAnimSequence* | nullptr |
| SlideLoopWeaponAimOneHandedAnimation | The animation used when the character is sliding with a one handed weapon while aiming | UAnimSequence* | nullptr |
| IdleWeaponTwoHandedAnimation | The animation used when the character is in the idle state with a two handed weapon | UAnimSequence* | nullptr |
| WalkWeaponTwoHandedAnimation | The animation used when the character is walking with a two handed weapon | UAnimSequence* | nullptr |
| RunWeaponTwoHandedAnimation | The animation used when the character is running with a two handed weapon | UAnimSequence* | nullptr |
| SprintWeaponTwoHandedAnimation | The animation used when the character is sprinting with a two handed weapon | UAnimSequence* | nullptr |
| JumpWeaponTwoHandedAnimation | The animation used when the character is jumping with a two handed weapon | UAnimSequence* | nullptr |
| DoubleJumpWeaponTwoHandedAnimation | The animation used when the character is double jumping with a two handed weapon | UAnimSequence* | nullptr |
| FallWeaponTwoHandedAnimation | The animation used when the character is falling with a two handed weapon | UAnimSequence* | nullptr |
| LandWeaponTwoHandedAnimation | The animation used when the character is landing with a two handed weapon | UAnimSequence* | nullptr |
| CrouchStartWeaponTwoHandedAnimation | The animation used when the character starts crouching with a two handed weapon | UAnimSequence* | nullptr |
| CrouchEndWeaponTwoHandedAnimation | The animation used when the character stops crouching with a two handed weapon | UAnimSequence* | nullptr |
| CrouchIdleWeaponTwoHandedAnimation | The animation used when the character is crouching and idle with a two handed weapon | UAnimSequence* | nullptr |
| CrouchWalkWeaponTwoHandedAnimation | The animation used when the character is crouching and walking with a two handed weapon | UAnimSequence* | nullptr |
| ProneStartWeaponTwoHandedAnimation | The animation used when the character starts proning with a two handed weapon | UAnimSequence* | nullptr |
| ProneEndWeaponTwoHandedAnimation | The animation used when the character stops proning with a two handed weapon | UAnimSequence* | nullptr |
| ProneIdleWeaponTwoHandedAnimation | The animation used when the character is proning and idle with a two handed weapon | UAnimSequence* | nullptr |
| ProneMoveWeaponTwoHandedAnimation | The animation used when the character is proning and moving with a two handed weapon | UAnimSequence* | nullptr |
| StompStartWeaponTwoHandedAnimation | The animation used when the character is starting to stomp with a two handed weapon | UAnimSequence* | nullptr |
| StompFallWeaponTwoHandedAnimation | The animation used when the character is falling after a stomp with a two handed weapon | UAnimSequence* | nullptr |
| StompLandWeaponTwoHandedAnimation | The animation used when the character is landing after a stomp with a two handed weapon | UAnimSequence* | nullptr |
| SlideStartWeaponTwoHandedAnimation | The animation used when the character starts sliding with a two handed weapon | UAnimSequence* | nullptr |
| SlideEndWeaponTwoHandedAnimation | The animation used when the character stops sliding with a two handed weapon | UAnimSequence* | nullptr |
| SlideLoopWeaponTwoHandedAnimation | The animation used when the character is sliding with a two handed weapon | UAnimSequence* | nullptr |
| IdleWeaponAimTwoHandedAnimation | The animation used when the character is in the idle state with a two handed weapon while aiming | UAnimSequence* | nullptr |
| WalkWeaponAimTwoHandedAnimation | The animation used when the character is walking with a two handed weapon while aiming | UAnimSequence* | nullptr |
| RunWeaponAimTwoHandedAnimation | The animation used when the character is running with a two handed weapon while aiming | UAnimSequence* | nullptr |
| SprintWeaponAimTwoHandedAnimation | The animation used when the character is sprinting with a two handed weapon while aiming | UAnimSequence* | nullptr |
| JumpWeaponAimTwoHandedAnimation | The animation used when the character is jumping with a two handed weapon while aiming | UAnimSequence* | nullptr |
| DoubleJumpWeaponAimTwoHandedAnimation | The animation used when the character is double jumping with a two handed weapon while aiming | UAnimSequence* | nullptr |
| FallWeaponAimTwoHandedAnimation | The animation used when the character is falling with a two handed weapon while aiming | UAnimSequence* | nullptr |
| LandWeaponAimTwoHandedAnimation | The animation used when the character is landing with a two handed weapon while aiming | UAnimSequence* | nullptr |
| CrouchStartWeaponAimTwoHandedAnimation | The animation used when the character starts crouching with a two handed weapon while aiming | UAnimSequence* | nullptr |
| CrouchEndWeaponAimTwoHandedAnimation | The animation used when the character stops crouching with a two handed weapon while aiming | UAnimSequence* | nullptr |
| CrouchIdleWeaponAimTwoHandedAnimation | The animation used when the character is crouching and idle with a two handed weapon while aiming | UAnimSequence* | nullptr |
| CrouchWalkWeaponAimTwoHandedAnimation | The animation used when the character is crouching and walking with a two handed weapon while aiming | UAnimSequence* | nullptr |
| ProneStartWeaponAimTwoHandedAnimation | The animation used when the character starts proning with a two handed weapon while aiming | UAnimSequence* | nullptr |
| ProneEndWeaponAimTwoHandedAnimation | The animation used when the character stops proning with a two handed weapon while aiming | UAnimSequence* | nullptr |
| ProneIdleWeaponAimTwoHandedAnimation | The animation used when the character is proning and idle with a two handed weapon while aiming | UAnimSequence* | nullptr |
| ProneMoveWeaponAimTwoHandedAnimation | The animation used when the character is proning and moving with a two handed weapon while aiming | UAnimSequence* | nullptr |
| StompStartWeaponAimTwoHandedAnimation | The animation used when the character is starting to stomp with a two handed weapon while aiming | UAnimSequence* | nullptr |
| StompFallWeaponAimTwoHandedAnimation | The animation used when the character is falling after a stomp with a two handed weapon while aiming | UAnimSequence* | nullptr |
| StompLandWeaponAimTwoHandedAnimation | The animation used when the character is landing after a stomp with a two handed weapon while aiming | UAnimSequence* | nullptr |
| SlideStartWeaponAimTwoHandedAnimation | The animation used when the character starts sliding with a two handed weapon while aiming | UAnimSequence* | nullptr |
| SlideEndWeaponAimTwoHandedAnimation | The animation used when the character stops sliding with a two handed weapon while aiming | UAnimSequence* | nullptr |
| SlideLoopWeaponAimTwoHandedAnimation | The animation used when the character is sliding with a two handed weapon while aiming | UAnimSequence* | nullptr |
| MovementBlendSpeed | The blend speed used when updating the movement speed | float | 10.0f |
| MovementSpeed | The movement speed of the character | float | |
| MovementDirection | The movement direction of the character multiplied by the movement speed | FVector2D | |
| bIsCrouching | Is the character currently crouching? | bool | false |
| bIsProning | Is the character currently proning? | bool | false |
| bIsStomping | Is the character currently stomping? | bool | false |
| StompBlendValue | The value used to blend stomp animations | float | |
| bIsStompStarting | Is the character starting the stomp? | bool | false |
| bIsEndingCrouch | Is the character busy ending the crouch? | bool | false |
| bIsEndingProne | Is the character busy ending the prone? | bool | false |
| IsInAir | Is the character currently in the air? | bool | false |
| IsDoubleJumping | Is the character double jumping? | bool | false |
| LeanCameraRotationModifier | The modifier applied to the lean camera rotation | float | 1.0f |
| LeanCameraRoll | The lean camera roll | float | |
| LeanBoneName | The bone to rotate while the character is leaning | FName | |
| bIsSliding | Is the character currently sliding? | bool | false |
| bIsEndingSlide | Is the character busy ending the slide? | bool | false |
| bIsAiming | Is the character aiming? | bool | false |
| AimRotation | The rotation applied to the character while aiming | float | |
| LookAtCenterRotation | The rotation applied to the character to look at the center of the screen | float | |
| AimBoneName | The bone to rotate while the player is aiming up or down using the first person camera perspective | FName | |
| WeaponSwayBoneName | The bone to rotate to simulate weapon sway | FName | |
| WeaponSway | The weapon sway rotation applied to the character | FRotator |
Functions
| Name | Description | Params | Return |
|---|---|---|---|
| GetIdleBaseAnimation | Get the base idle animation | UAnimSequence* The idle animation to play |
|
| GetWalkBaseAnimation | Get the base walk animation | UAnimSequence* The walk animation to play |
|
| GetWalkForwardBaseAnimation | Get the base walk forward animation | UAnimSequence* The walk forward animation to play |
|
| GetWalkBackwardsBaseAnimation | Get the base walk backwards animation | UAnimSequence* The walk backwards animation to play |
|
| GetWalkLeftBaseAnimation | Get the base walk left animation | UAnimSequence* The walk left animation to play |
|
| GetWalkRightBaseAnimation | Get the base walk right animation | UAnimSequence* The walk right animation to play |
|
| GetRunBaseAnimation | Get the base run animation | UAnimSequence* The run animation to play |
|
| GetRunForwardBaseAnimation | Get the base run forward animation | UAnimSequence* The run forward animation to play |
|
| GetRunBackwardsBaseAnimation | Get the base run backwards animation | UAnimSequence* The run backwards animation to play |
|
| GetRunLeftBaseAnimation | Get the base run left animation | UAnimSequence* The run left animation to play |
|
| GetRunRightBaseAnimation | Get the base run right animation | UAnimSequence* The run right animation to play |
|
| GetSprintBaseAnimation | Get the base sprint animation | UAnimSequence* The sprint animation to play |
|
| GetSprintForwardBaseAnimation | Get the base sprint forward animation | UAnimSequence* The sprint forward animation to play |
|
| GetSprintBackwardsBaseAnimation | Get the base sprint backwards animation | UAnimSequence* The sprint backwards animation to play |
|
| GetSprintLeftBaseAnimation | Get the base sprint left animation | UAnimSequence* The sprint left animation to play |
|
| GetSprintRightBaseAnimation | Get the base sprint right animation | UAnimSequence* The sprint right animation to play |
|
| GetJumpBaseAnimation | Get the base jump animation | UAnimSequence* The jump animation to play |
|
| GetDoubleJumpBaseAnimation | Get the base double jump animation | UAnimSequence* The double jump animation to play |
|
| GetFallBaseAnimation | Get the base fall animation | UAnimSequence* The fall animation to play |
|
| GetLandBaseAnimation | Get the base land animation | UAnimSequence* The land animation to play |
|
| GetCrouchStartBaseAnimation | Get the base crouch start animation | UAnimSequence* The crouch start animation to play |
|
| GetCrouchEndBaseAnimation | Get the base crouch end animation | UAnimSequence* The crouch end animation to play |
|
| GetCrouchIdleBaseAnimation | Get the base crouch idle animation | UAnimSequence* The crouch idle animation to play |
|
| GetCrouchWalkBaseAnimation | Get the base crouch walk animation | UAnimSequence* The crouch walk animation to play |
|
| GetCrouchWalkForwardBaseAnimation | Get the base crouch walk forward animation | UAnimSequence* The crouch walk forward animation to play |
|
| GetCrouchWalkBackwardsBaseAnimation | Get the base crouch walk backwards animation | UAnimSequence* The crouch walk backwards animation to play |
|
| GetCrouchWalkLeftBaseAnimation | Get the base crouch walk left animation | UAnimSequence* The crouch walk left animation to play |
|
| GetCrouchWalkRightBaseAnimation | Get the base crouch walk right animation | UAnimSequence* The crouch walk right animation to play |
|
| GetProneStartBaseAnimation | Get the base prone start animation | UAnimSequence* The prone start animation to play |
|
| GetProneEndBaseAnimation | Get the base prone end animation | UAnimSequence* The prone end animation to play |
|
| GetProneIdleBaseAnimation | Get the base prone idle animation | UAnimSequence* The prone idle animation to play |
|
| GetProneMoveBaseAnimation | Get the base prone walk animation | UAnimSequence* The prone walk animation to play |
|
| GetStompStartBaseAnimation | Get the base stomp start animation | UAnimSequence* The stomp start animation to play |
|
| GetStompFallBaseAnimation | Get the base stomp fall animation | UAnimSequence* The stomp fall animation to play |
|
| GetStompLandBaseAnimation | Get the base stomp land animation | UAnimSequence* The stomp land animation to play |
|
| GetSlideStartBaseAnimation | Get the base slide start animation | UAnimSequence* The slide start animation to play |
|
| GetSlideEndBaseAnimation | Get the base slide end animation | UAnimSequence* The slide end animation to play |
|
| GetSlideLoopBaseAnimation | Get the base slide loop animation | UAnimSequence* The slide loop animation to play |
|
| GetIdleAnimation | Get the idle animation based on the current armed state | UAnimSequence* The idle animation to play |
|
| GetWalkAnimation | Get the walk animation based on the current armed state | UAnimSequence* The walk animation to play |
|
| GetRunAnimation | Get the run animation based on the current armed state | UAnimSequence* The run animation to play |
|
| GetSprintAnimation | Get the sprint animation based on the current armed state | UAnimSequence* The sprint animation to play |
|
| GetJumpAnimation | Get the jump animation based on the current armed state | UAnimSequence* The jump animation to play |
|
| GetDoubleJumpAnimation | Get the double jump animation based on the current armed state | UAnimSequence* The double jump animation to play |
|
| GetFallAnimation | Get the fall animation based on the current armed state | UAnimSequence* The fall animation to play |
|
| GetLandAnimation | Get the land animation based on the current armed state | UAnimSequence* The land animation to play |
|
| GetCrouchStartAnimation | Get the crouch start animation based on the current armed state | UAnimSequence* The crouch start animation to play |
|
| GetCrouchEndAnimation | Get the crouch end animation based on the current armed state | UAnimSequence* The crouch end animation to play |
|
| GetCrouchIdleAnimation | Get the crouch idle animation based on the current armed state | UAnimSequence* The crouch idle animation to play |
|
| GetCrouchWalkAnimation | Get the crouch walk animation based on the current armed state | UAnimSequence* The crouch walk animation to play |
|
| GetProneStartAnimation | Get the prone start animation based on the current armed state | UAnimSequence* The prone start animation to play |
|
| GetProneEndAnimation | Get the prone end animation based on the current armed state | UAnimSequence* The prone end animation to play |
|
| GetProneIdleAnimation | Get the prone idle animation based on the current armed state | UAnimSequence* The prone idle animation to play |
|
| GetProneMoveAnimation | Get the prone walk animation based on the current armed state | UAnimSequence* The prone walk animation to play |
|
| GetStompStartAnimation | Get the stomp start animation based on the current armed state | UAnimSequence* The stomp start animation to play |
|
| GetStompFallAnimation | Get the stomp fall animation based on the current armed state | UAnimSequence* The stomp fall animation to play |
|
| GetStompLandAnimation | Get the stomp fall animation based on the current armed state | UAnimSequence* The stomp fall animation to play |
|
| GetSlideStartAnimation | Get the slide start animation based on the current armed state | UAnimSequence* The slide start animation to play |
|
| GetSlideEndAnimation | Get the slide end animation based on the current armed state | UAnimSequence* The slide end animation to play |
|
| GetSlideLoopAnimation | Get the slide loop animation based on the current armed state | UAnimSequence* The slide loop animation to play |
Blueprint Usage
You can use this template by creating your own animation blueprint and selecting UPlatformerAnimationInstance as the parent class. Set your animations and use this for your characters