UAnimCompositeBase > UAnimSequenceBase > UAnimationAsset > UObject
Any property you're adding to AnimMontage and parent class has to be considered for Child Asset Child Asset is considered to be only asset mapping feature using everything else in the class For example, you can just use all parent's setting for the montage, but only remap assets This isn't magic bullet unfortunately and it is consistent effort of keeping the data synced with parent If you add new property, please make sure those property has to be copied for children. If it does, please add the copy in the function RefreshParentAssetData
Member | Type | Offset | Share |
---|---|---|---|
BlendIn
Blend in option. |
FAlphaBlend | 0xa8 | |
BlendInTime | float | 0xd8 | |
BlendOut
Blend out option. |
FAlphaBlend | 0xe0 | |
BlendOutTime | float | 0x110 | |
BlendOutTriggerTime
Time from Sequence End to trigger blend out. |
float | 0x114 | |
SyncGroup
If you're using marker based sync for this montage, make sure to add sync group name. |
FName | 0x118 | |
SyncSlotIndex
Wip: until we have UI working |
int32_t | 0x120 | |
MarkerData | FMarkerSyncData | 0x128 | |
CompositeSections
Composite section. |
TArray<FCompositeSection> | 0x148 | |
SlotAnimTracks
Slot data, each slot contains anim track |
TArray<FSlotAnimationTrack> | 0x158 | |
BranchingPoints | TArray<FBranchingPoint> | 0x168 | |
bEnableRootMotionTranslation
If this is on, it will allow extracting root motion translation. |
bool | 0x178 | |
bEnableRootMotionRotation
If this is on, it will allow extracting root motion rotation. |
bool | 0x179 | |
bEnableAutoBlendOut
When it hits end, it automatically blends out. |
bool | 0x17a | |
RootMotionRootLock
Root Bone will be locked to that position when extracting root motion. |
ERootMotionRootLock | 0x17b | |
BranchingPointMarkers | TArray<FBranchingPointMarker> | 0x180 | |
BranchingPointStateNotifyIndices
Keep track of which AnimNotify_State are marked as BranchingPoints, so we can update their state when the Montage is ticked |
TArray<int32_t> | 0x190 | |
TimeStretchCurve
Time stretch curve will only be used when the montage has a non-default play rate |
FTimeStretchCurve | 0x1a0 | |
TimeStretchCurveName
Name of optional TimeStretchCurveName to look for in Montage. |
FName | 0x1c8 |