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 |
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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