Does name match the name of the active state in the statemachine?
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) AnimationStateInfo.isName("aStateName")
Does tag match the tag of the active state in the statemachine.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) AnimationStateInfo.isTag("aStateTag")
The full path hash for this state. The hash is generated using Animator.StringToHash.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) fullPathHash = AnimationStateInfo.fullPathHash
The hashed name of the State.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) nameHash= AnimationStateInfo.nameHash
The hash is generated using SAnimator.StringToHash. The hash does not include the name of the parent layer.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) shortNameHash= AnimationStateInfo.shortNameHash
Normalized time of the State. The integer part is the number of time a state has been looped. The fractional part is the % (0-1) of progress in the current loop.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) normalizedTime= AnimationStateInfo.normalizedTime
Current duration of the state. In seconds Can vary when the State contains a Blend Tree.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) length= AnimationStateInfo.length
The playback speed of the animation. 1 is the normal playback speed. A negative playback speed will play the animation from the end.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) speed= AnimationStateInfo.speed
The speed multiplier for this state.
A negative speed multiplier will play the animation backwards. If no speed parameter as been set for this SAnimatorState, the default value will be 1.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) speedMultiplier= AnimationStateInfo.speedMultiplier
The Tag of the State.
The hash is generated using SAnimator.StringToHash.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) tagHash= AnimationStateInfo.tagHash
Is the state looping. All animations in the state must be looping.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) loop= AnimationStateInfo.loop
Current duration of the state. In seconds Can vary when the State contains a Blend Tree
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) Length= AnimationStateInfo.Length
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