FAnimNode_PoseBlendNode

Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally.

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h

Include

#include "AnimNodes/AnimNode_PoseBlendNode.h"

Syntax

struct FAnimNode_PoseBlendNode : public FAnimNode_PoseHandler

Remarks

Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence.

Variables

Name Description

Public variable

EAlphaBlendOpti...

 

BlendOption

Type of blending used (Linear, Cubic, etc.)

Public variable

UCurveFloat ...

 

CustomCurve

If you're using Custom BlendOption, you can specify curve

Public variable

FPoseLink

 

SourcePose

Constructors

Name Description

Public function

FAnimNode_PoseBlendNode()

Overridden from FAnimNode_AssetPlayerBase

Name Description

Public function Virtual

void

 

UpdateAssetPlayer

(
    const FAnimationUpdateContext& Con...
)

Update method for the asset player, to be implemented by derived classes

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

CacheBones_AnyThread

(
    const FAnimationCacheBonesContext&...
)

Called to cache any bones that this node needs to track (e.g. in a FBoneReference).

Public function Virtual

void

 

Evaluate_AnyThread

(
    FPoseContext& Output
)

Called to evaluate local-space bones transforms according to the weights set up in Update().

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

Called to gather on-screen debug data. This is called on the game thread.

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Initialize function for setup purposes

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