| SceneModel | 
| AnimationGraph | |
| CurrentSequence | Allows playback of sequences directly, rather than using an animation graph. Requires Sandbox.SceneModel.UseAnimGraph disabled if the scene model has one. | 
| DirectPlayback | Access this sceneobject's direct playback. Direct playback is used to control the direct playback node in an animgraph to play sequences directly in code | 
| Morphs | Access this sceneobject's morph collection. Morphs are generally used in the model to control the face, for things like emotions and lip sync. | 
| OnAnimTagEvent | Called when a anim tag event happens | 
| OnFootstepEvent | Called when a footstep event happens | 
| OnGenericEvent | Called when a generic event happens | 
| OnSoundEvent | Called when a sound event happens | 
| PlaybackRate | |
| RootMotion | Get the calculated motion from animgraph since last frame | 
| UseAnimGraph | Allows the scene model to not use the anim graph so it can play sequences directly | 
| ClearBoneOverrides | |
| DispatchTagEvents | |
| GetAttachment | Get attachment transform by name. | 
| GetBoneLocalTransform | Returns the local space transform of a bone by its index. | 
| GetBoneWorldTransform | Returns the world space transform of a bone by its index. | 
| GetBool | Get an animated parameter | 
| GetFloat | Get an animated parameter | 
| GetInt | Get an animated parameter | 
| GetRotation | Get an animated parameter | 
| GetVector3 | Get an animated parameter | 
| MergeBones | Update our bones to match the target's bones. This is a manual bone merge. | 
| ResetAnimParameters | Reset all animgraph parameters to their default values. | 
| RunPendingEvents | |
| SetAnimGraphobsolete | Override the anim graph this scene model uses | 
| SetAnimParameter | Sets a boolean animation graph parameter by name. | 
| SetBodyGroup | Set which body group to use. | 
| SetBoneOverride | |
| SetBoneWorldTransform | Sets the world space bone transform of a bone by its index. | 
| SetMaterialGroup | Set material group to replace materials of the model as set up in ModelDoc. | 
| Update | Update this animation. Delta is the time you want to advance, usually RealTime.Delta | 
| UpdateToBindPose | Update all of the bones to the bind pose |