FAnimNode_SaveCachedPose

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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_SaveCachedPose

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_SaveCachedPose.h

Include

#include "Animation/AnimNode_SaveCachedPose.h"

Syntax

struct FAnimNode_SaveCachedPose : public FAnimNode_Base

Variables

Name Description

Protected variable

FGraphTraversal...

 

CachedBonesCounter

Protected variable

FBlendedCurve

 

CachedCurve

Protected variable

FCompactPose

 

CachedPose

Protected variable

TArray< FCached...

 

CachedUpdateContexts

Public variable

FName

 

CachePoseName

Intentionally not exposed, set by AnimBlueprintCompiler

Protected variable

FGraphTraversal...

 

EvaluationCounter

Public variable

float

 

GlobalWeight

Protected variable

FGraphTraversal...

 

InitializationCounter

Public variable

FPoseLink

 

Pose

Protected variable

FGraphTraversal...

 

UpdateCounter

Constructors

Name Description

Public function

FAnimNode_SaveCachedPose()

Functions

Name Description

Public function

void

 

PostGraphUpdate()

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&...
)

Called when the node first runs.

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext& Con...
)

Called to update the state of the graph relative to this node.

Classes

Name

Description

Protected struct

FCachedUpdateContext

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