FAnimNode_Slot

An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input.

Windows
MacOS
Linux

Inheritance Hierarchy

FAnimNode_Base

FAnimNode_Slot

References

Module

AnimGraphRuntime

Header

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

Include

#include "AnimNodes/AnimNode_Slot.h"

Syntax

struct FAnimNode_Slot : public FAnimNode_Base

Remarks

An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input.

Variables

Name Description

Public variable

bool

 

bAlwaysUpdateSourcePose

Whether we should continue to update the source pose regardless of whether it would be used.

Public variable

FName

 

SlotName

The name of this slot, exposed to gameplay code, etc...

Protected variable

FGraphTraversal...

 

SlotNodeInitializationCounter

Public variable

FPoseLink

 

Source

The source input, passed thru to the output unless a montage or slot animation is currently playing.

Protected variable

FSlotNodeWeight...

 

WeightData

Constructors

Name Description

Public function

FAnimNode_Slot()

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.

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