FAnimNode_PoseHandler

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_PoseHandler.h

Include

#include "AnimNodes/AnimNode_PoseHandler.h"

Syntax

struct FAnimNode_PoseHandler : public FAnimNode_AssetPlayerBase

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

Protected variable

TArray< float >

 

BoneBlendWeights

Weight to blend pose per joint - has to be cached whenever cache bones for LOD note this is for mesh bone

Protected variable

TWeakObjectPtr<...

 

CurrentPoseAsset

Public variable

UPoseAsset *...

 

PoseAsset

The animation sequence asset to evaluate.

Protected variable

FAnimExtractCon...

 

PoseExtractContext

Constructors

Name Description

Public function

FAnimNode_PoseHandler()

Functions

Name Description

Protected function Virtual

void

 

OnPoseAssetChange()

Called after CurrentPoseAsset is changed.

Protected function Virtual

void

 

RebuildPoseList

(
    const FBoneContainer& InBoneContai...,
    const UPoseAsset* InPoseAsset
)

Rebuild pose list

Overridden from FAnimNode_AssetPlayerBase

Name Description

Public function Virtual Const

float

 

GetAccumulatedTime()

Get the currently referenced time within the asset player node

Public function Virtual

UAnimationAs...

 

GetAnimAsset()

Get the animation asset associated with the node, derived classes should implement this

Public function Virtual

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).

Public function Virtual

float

 

GetCurrentAssetTime()

Public function Virtual

void

 

SetAccumulatedTime

(
    const float& NewTime
)

Override the currently accumulated time

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

 

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

Public function Virtual

void

 

OverrideAsset

(
    UAnimationAsset* NewAsset
)

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.

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