Module |
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Header |
/Engine/Source/Runtime/Engine/Public/Animation/AnimInstanceProxy.h |
Include |
#include "Animation/AnimInstanceProxy.h" |
struct FAnimInstanceProxy
Proxy object passed around during animation tree update in lieu of a UAnimInstance
Name | Description | ||
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uint8: 1 |
bBoneCachesInvalidated |
When RequiredBones mapping has changed, AnimNodes need to update their bones caches. |
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CachedBonesCounter |
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EvaluationCounter |
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FrameCounterForNodeUpdate |
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FrameCounterForUpdate |
Sync counter. |
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InitializationCounter |
Counters for synchronization. |
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QueuedDrawDebugItems |
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SlotNodeInitializationCounter |
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UpdateCounter |
Name | Description | |
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FAnimInstanceProxy() |
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FAnimInstanceProxy ( |
Name | Description | |
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~FAnimInstanceProxy() |
Name | Description | ||
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AddAnimNotifies ( |
Add anim notifier |
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AddAnimNotifyFromGeneratedClass ( |
Queues an Anim Notify from the shared list on our generated class |
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AddCurveValue ( |
Add a curve value |
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AddNativeStateEntryBinding ( |
Sets up a native state entry delegate from state with StateName, in the state machine with name MachineName. |
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AddNativeStateExitBinding ( |
Sets up a native state exit delegate from state with StateName, in the state machine with name MachineName. |
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AddNativeTransitionBinding ( |
Sets up a native transition delegate between states with PrevStateName and NextStateName, in the state machine with name MachineName. |
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AddReferencedObjects ( |
Manually add object references to GC |
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AnimDrawDebugCoordinateSystem |
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AnimDrawDebugDirectionalArrow |
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AnimDrawDebugLine |
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AnimDrawDebugOnScreenMessage |
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AnimDrawDebugPlane ( |
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AnimDrawDebugSphere |
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BindNativeDelegates() |
Bind any native delegates that we have set up |
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BlendSpaceAdvanceImmediate ( |
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CacheBones() |
Cache bones override point. |
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CacheBones_WithRoot ( |
Cache bones override point. |
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CacheBonesInputProxy ( |
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float |
CalcSlotMontageLocalWeight ( |
Get local weight of any montages this slot is playing. |
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ClearObjects() |
Clear any UObjects we might be using. |
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ClearSlotNodeWeights() |
If it doesn't tick, it will keep old weight, so we'll have to clear it in the beginning of tick |
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FAnimTickRec... |
CreateUninitializedTickRecord ( |
Creates an uninitialized tick record in the list for the correct group or the ungrouped array. If the group is valid, OutSyncGroupPtr will point to the group. |
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FAnimTickRec... |
CreateUninitializedTickRecordInScope ( |
Creates an uninitialized tick record in the list for the correct group or the ungrouped array. |
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Evaluate ( |
Evaluate override point the node graph will not be evaluated if this function returns true |
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Evaluate_WithRoot ( |
Evaluate override point with root node override. |
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EvaluateAnimation ( |
Evaluates the anim graph if Evaluate() returns false |
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EvaluateAnimation_WithRoot ( |
Evaluates the anim graph given the specified root if Evaluate() returns false |
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EvaluateAnimationNode ( |
Evaluates the anim graph |
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EvaluateAnimationNode_WithRoot ( |
Evaluates the anim graph given the specified root |
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EvaluateInputProxy ( |
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GatherDebugData ( |
Gather debug data from this instance proxy and the blend tree for display |
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GatherDebugData_WithRoot ( |
Gather debug data from this instance proxy and the specified blend tree root for display |
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GatherInputProxyDebugData ( |
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const FMonta... |
GetActiveMontageEvaluationState() |
Get Currently active montage evaluation state. |
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const FStrin... |
GetActorName() |
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const FTrans... |
GetActorTransform() |
Get the transform of the actor we are running on |
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const TMap< ... |
GetAnimationCurves ( |
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GetAnimationCurves ( |
Get the current value of all animation curves |
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UAnimBluepri... |
GetAnimBlueprint() |
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FAnimBluepri... |
GetAnimBlueprintDebugData() |
Get the debug data for this instance's anim bp |
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IAnimClassIn... |
GetAnimClassInterface() |
Get the IAnimClassInterface associated with this context, if there is one. |
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const FStrin... |
GetAnimInstanceName() |
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const UObjec... |
GetAnimInstanceObject() |
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UObject *... |
GetAnimInstanceObject() |
Access UObject base of UAnimInstance |
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const FGraph... |
GetCachedBonesCounter() |
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NodeType ... |
GetCheckedNodeFromIndex ( |
Gets a checked node given an index into the node property array |
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FAnimNode_Ba... |
GetCheckedNodeFromIndexUntyped ( |
Gets a checked node given an index into the node property array |
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const FTrans... |
GetComponentRelativeTransform() |
Get the relative transform of the component we are running on |
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const FTrans... |
GetComponentTransform() |
Get the component to world transform of the component we are running on |
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GetCustomNodes ( |
Called when the anim instance is being initialized. |
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FAnimNode_Ba... |
GetCustomRootNode() |
Called when the anim instance is being initialized. |
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float |
GetDeltaSeconds() |
Get the last DeltaSeconds passed into PreUpdate() |
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const FGraph... |
GetEvaluationCounter() |
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FRootMotionM... |
GetExtractedRootMotion() |
Access root motion params |
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const FGraph... |
GetInitializationCounter() |
Access various counters |
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GetInstanceAssetPlayerIndex |
Get the index of the specified instance asset player. |
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float |
GetInstanceAssetPlayerLength ( |
Gets the length in seconds of the asset referenced in an asset player node |
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GetInstanceAssetPlayers ( |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph |
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float |
GetInstanceAssetPlayerTime ( |
Get the current accumulated time in seconds for an asset player node |
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float |
GetInstanceAssetPlayerTimeFraction ( |
Get the current accumulated time as a fraction for an asset player node |
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float |
GetInstanceAssetPlayerTimeFromEnd ( |
Get the time in seconds from the end of an animation in an asset player node |
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float |
GetInstanceAssetPlayerTimeFromEndFraction ( |
Get the time as a fraction of the asset length of an animation in an asset player node |
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float |
GetInstanceCurrentStateElapsedTime ( |
Get the current elapsed time of a state within the specified state machine |
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float |
GetInstanceMachineWeight ( |
Get the blend weight of a specified state |
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float |
GetInstanceStateWeight |
Get the blend weight of a specified state |
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float |
GetInstanceTransitionCrossfadeDuration |
Get the crossfade duration of a specified transition |
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float |
GetInstanceTransitionTimeElapsed |
Get the elapsed time in seconds of a specified transition |
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float |
GetInstanceTransitionTimeElapsedFraction |
Get the elapsed time as a fraction of the crossfade duration of a specified transition |
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GetLODLevel() |
Access to LODLevel |
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const FBaked... |
GetMachineDescription ( |
Get the machine description for the specified instance. |
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GetMontageEvaluationData() |
Access montage array data |
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const TArray... |
GetMontageEvaluationData() |
Access montage array data |
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NodeType ... |
GetNodeFromIndex ( |
Gets an unchecked (can return nullptr) node given an index into the node property array |
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FAnimNode_Ba... |
GetNodeFromIndexUntyped ( |
Gets an unchecked (can return nullptr) node given an index into the node property array |
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NodeType ... |
GetNodeFromProperty ( |
Gets an unchecked (can return nullptr) node given a property of the anim instance |
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const FPoseS... |
GetPoseSnapshot ( |
Get a cached pose snapshot by name |
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float |
GetRecordedMachineWeight ( |
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float |
GetRecordedStateWeight |
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float |
GetRelevantAnimLength |
Get the length in seconds of the most relevant animation in the source state |
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float |
GetRelevantAnimTime |
Get the current accumulated time in seconds for the most relevant animation in the source state |
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float |
GetRelevantAnimTimeFraction |
Get the current accumulated time as a fraction of the length of the most relevant animation in the source state |
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float |
GetRelevantAnimTimeRemaining |
Get the time remaining in seconds for the most relevant animation in the source state |
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float |
GetRelevantAnimTimeRemainingFraction |
Get the time remaining as a fraction of the duration for the most relevant animation in the source state |
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FAnimNode_As... |
GetRelevantAssetPlayerFromState |
Check whether we have active morph target curves Gets the most relevant asset player in a specified state |
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FBoneContain... |
GetRequiredBones() |
Access to required bones array |
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const FBoneC... |
GetRequiredBones() |
Const access to required bones array |
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FAnimNode_Ba... |
GetRootNode() |
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USkeleton &#... |
GetSkeleton() |
Get the current skeleton we are using. that this will return nullptr outside of pre/post update |
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const FTrans... |
GetSkelMeshCompLocalToWorld() |
Cached SkeletalMeshComponent LocalToWorld Transform. |
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USkeletalMes... |
GetSkelMeshComponent() |
Get the current skeletal mesh component we are running on. |
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const FTrans... |
GetSkelMeshCompOwnerTransform() |
Cached SkeletalMeshComponent Owner Transform. |
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float |
GetSlotMontageGlobalWeight ( |
Get Global weight of any montages this slot node is playing. |
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float |
GetSlotMontageLocalWeight ( |
Get local weight of any montages this slot node is playing. |
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float |
GetSlotNodeGlobalWeight ( |
Get global weight in AnimGraph for this slot node. |
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const FGraph... |
GetSlotNodeInitializationCounter() |
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GetSlotWeight ( |
Get Slot Node Weight : this returns new Slot Node Weight, Source Weight, Original TotalNodeWeight this 3 values can't be derived from each other |
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GetStateMachineIndex ( |
Gets the index of the state machine matching MachineName |
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GetStateMachineIndexAndDescription ( |
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FAnimNode_St... |
GetStateMachineInstance ( |
Gets the runtime instance of the specified state machine |
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const FBaked... |
GetStateMachineInstanceDesc ( |
Gets the runtime instance desc of the state machine specified by name |
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FAnimNode_St... |
GetStateMachineInstanceFromName ( |
Gets the runtime instance of the specified state machine by Name |
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GetSyncGroupIndexFromName ( |
Returns the baked sync group index from the compile step |
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const FSyncG... |
GetSyncGroupMapRead() |
Get the sync group we are currently reading from |
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FMarkerSyncA... |
GetSyncGroupPosition ( |
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GetSyncGroupReadIndex() |
Gets the sync group we should be reading from. |
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GetSyncGroupWriteIndex() |
Gets the sync group we should be writing to. |
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float |
GetTimeDilation() |
Get the last time dilation, gleaned from world settings |
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GetTimeToClosestMarker |
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const TArray... |
GetUngroupedActivePlayersRead() |
Get the ungrouped active player we are currently reading from |
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const FGraph... |
GetUpdateCounter() |
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HasActiveCurves() |
Check whether we have any active curves |
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HasMarkerBeenHitThisFrame |
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HasNativeStateEntryBinding |
Check for whether a native entry delegate is bound to the specified state. |
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HasNativeStateExitBinding |
Check for whether a native exit delegate is bound to the specified state. |
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HasNativeTransitionBinding |
Check for whether a native rule is bound to the specified transition. |
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HasRootNode() |
Check whether we have a valid root node |
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Initialize ( |
Called when our anim instance is being initialized |
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InitializeInputProxy ( |
Custom proxy Init/Cache/Update/Evaluate functions |
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InitializeObjects ( |
Copy any UObjects we might be using. Called Pre-update and pre-evaluate. |
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InitializeRootNode ( |
Initialize the root node - split into a separate function for backwards compatibility (initialization order) reasons |
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InitializeRootNode_WithRoot ( |
Initialize the specified root node |
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IsBeingDebugged() |
Whether the UAnimInstance this context refers to is currently being debugged in the editor |
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IsSkeletonCompatible ( |
Check whether the supplied skeleton is compatible with this instance's skeleton |
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IsSlotNodeRelevantForNotifies ( |
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IsSyncGroupBetweenMarkers |
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LogMessage ( |
Allow nodes to register log messages to be processed on the game thread |
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MakeBlendSpaceTickRecord ( |
Helper function: make a tick record for a blend space |
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MakePoseAssetTickRecord ( |
Helper function: make a tick record for a pose asset |
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MakeSequenceTickRecord ( |
Helper function: make a tick record for a sequence |
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OnPreUpdateLODChanged |
Called during PreUpdate, if SkelMesh LOD has changed since last update |
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PostEvaluate ( |
Called after evaluate so we can do any game thread work we need to |
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PostUpdate ( |
Called after update so we can copy any data we need |
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PreEvaluateAnimation ( |
Called on the game thread pre-evaluate. |
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PreUpdate ( |
Called before update so we can copy any data we need |
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RecalcRequiredBones ( |
Recalculate Required Bones [RequiredBones] Is called when bRequiredBonesUpToDate = false |
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RecalcRequiredCurves ( |
Recalculate required curve list for animation - if you call RecalcRequiredBones, this should already happen |
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RecordMachineWeight ( |
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RecordNodeVisit |
Record a visited node in the debugger |
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RecordStateWeight |
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RegisterSlotNodeWithAnimInstance ( |
Register a named slot |
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RegisterWatchedPose ( |
Record pose for node of ID LinkID if it is currently being watched. |
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RegisterWatchedPose ( |
Record pose for node of ID LinkID if it is currently being watched. |
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ReinitializeSlotNodes() |
Slot node run-time functions |
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ResetAnimationCurves() |
Reset Animation Curves |
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ResetCounterInputProxy ( |
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ResetDynamics ( |
Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.) |
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ResetUpdateCounter() |
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SavePoseSnapshot ( |
Save a pose snapshot to the internal snapshot cache |
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SequenceAdvanceImmediate ( |
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ShouldExtractRootMotion() |
Check whether we should extract root motion |
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SlotEvaluatePose ( |
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TickAssetPlayerInstances() |
Tick active asset players. This overload with no parameters uses CurrentDeltaSeconds |
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TickAssetPlayerInstances ( |
Tick active asset players. |
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TickSyncGroupWriteIndex() |
Flip sync group read/write indices |
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TriggerAnimNotifies ( |
Trigger any anim notifies |
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Uninitialize ( |
Called when our anim instance is being uninitialized |
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Update ( |
Update override point |
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UpdateAnimation() |
Calls Update(), updates the anim graph, ticks asset players |
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UpdateAnimation_WithRoot ( |
Calls Update(), updates the anim graph from the specified root, ticks asset players |
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UpdateAnimationNode ( |
Updates the anim graph |
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UpdateAnimationNode_WithRoot ( |
Updates the anim graph using a specified root node |
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UpdateCurvesPostEvaluation ( |
Update curves once evaluation has taken place. Mostly pushes curves to materials/morphs |
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UpdateCurvesToComponents ( |
Update the material parameters of the supplied component from this instance |
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UpdateCurvesToEvaluationContext ( |
Pushes blended heap curve to output curves in the proxy using required bones cached data |
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UpdateInputProxy ( |
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UpdateSlotNodeWeight ( |
Allow slot nodes to store off their weight during ticking. |
Name |
Description |
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FLogMessageEntry |
Logged message queues. |
FSyncGroupMap |
Name | Description | ||
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FAnimTickRec... |
CreateUninitializedTickRecord ( |
Please use the overload that takes a group FName |
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FAnimTickRec... |
CreateUninitializedTickRecordInScope ( |
Please use the overload that takes a group FName |
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UAnimBluepri... |
GetAnimBlueprintClass() |
GetAnimBlueprintClass() is deprecated, UAnimBlueprintGeneratedClass should not be directly used at runtime. Please use GetAnimClassInterface() instead. |
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const TArray... |
GetSyncGroupRead() |
Sync groups are no longer stored in arrays, please use GetSyncGroupMapRead |
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ResetDynamics() |
Please use ResetDynamics with a ETeleportType argument |
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SlotEvaluatePose ( |
Use SlotEvaluatePose with other signature |
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UpdateAnimation_WithRoot ( |
Please use the overload that takes an FAnimationUpdateContext |
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UpdateAnimationNode ( |
Please use the overload that takes an FAnimationUpdateContext |
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UpdateAnimationNode_WithRoot ( |
Please use the overload that takes an FAnimationUpdateContext |