| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h |
Include |
#include "AnimNodes/AnimNode_BlendListBase.h" |
struct FAnimNode_BlendListBase : public FAnimNode_Base
Blend list node; has many children.
Name | Description | ||
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BlendPose |
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UBlendProfile &... |
BlendProfile |
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TArray< struct ... |
Blends |
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TArray< float > |
BlendTime |
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BlendType |
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TArray< float > |
BlendWeights |
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bResetChildOnActivation |
This reinitializes child pose when re-activated. For example, when active child changes |
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UCurveFloat ... |
CustomBlendCurve |
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LastActiveChildIndex |
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PerBoneSampleData |
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PosesToEvaluate |
Store which poses we need to evaluate. |
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TArray< float > |
RemainingBlendTimes |
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TransitionType |
Name | Description | |
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FAnimNode_BlendListBase() |
Name | Description | ||
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AddPose() |
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GetActiveChildIndex() |
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GetNodeName ( |
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RemovePose ( |
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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Evaluate_AnyThread ( |
Called to evaluate local-space bones transforms according to the weights set up in Update(). |
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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 ( |
Called when the node first runs. |
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Update_AnyThread ( |
Called to update the state of the graph relative to this node. |