| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h |
Include |
#include "AnimNodes/AnimNode_PoseHandler.h" |
struct FAnimNode_PoseHandler : public FAnimNode_AssetPlayerBase
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.
Name | Description | ||
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TArray< float > |
BoneBlendWeights |
Weight to blend pose per joint - has to be cached whenever cache bones for LOD note this is for mesh bone |
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TWeakObjectPtr<... |
CurrentPoseAsset |
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UPoseAsset *... |
PoseAsset |
The animation sequence asset to evaluate. |
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PoseExtractContext |
Name | Description | |
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FAnimNode_PoseHandler() |
Name | Description | ||
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OnPoseAssetChange() |
Called after CurrentPoseAsset is changed. |
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RebuildPoseList ( |
Rebuild pose list |
Name | Description | ||
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float |
GetAccumulatedTime() |
Get the currently referenced time within the asset player node |
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UAnimationAs... |
GetAnimAsset() |
Get the animation asset associated with the node, derived classes should implement this |
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float |
GetCurrentAssetLength() |
Functions to report data to getters, this is required for all asset players (but can't be pure abstract because of struct instantiation generated code). |
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float |
GetCurrentAssetTime() |
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SetAccumulatedTime ( |
Override the currently accumulated time |
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UpdateAssetPlayer ( |
Update method for the asset player, to be implemented by derived classes |
Name | Description | ||
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CacheBones_AnyThread ( |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). |
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GatherDebugData ( |
Called to gather on-screen debug data. This is called on the game thread. |
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Initialize_AnyThread ( |
Initialize function for setup purposes |
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OverrideAsset ( |
If a derived anim node should respond to asset overrides, OverrideAsset should be defined to handle changing the asset This is called during anim blueprint compilation to handle child anim blueprints. |