FAnimNode_Base::CacheBones_AnyThread

Called to cache any bones that this node needs to track (e.g. in a [FBoneReference](API\Runtime\Engine\FBoneReference)).

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Override Hierarchy

FAnimNode_Base::CacheBones_AnyThread()

FAnimNode_ConvertComponentToLocalSpace::CacheBones_AnyThread()

FAnimNode_UseCachedPose::CacheBones_AnyThread()

FAnimNode_TransitionResult::CacheBones_AnyThread()

FAnimNode_ControlRig::CacheBones_AnyThread()

FAnimNode_MakeDynamicAdditive::CacheBones_AnyThread()

FAnimNode_Root::CacheBones_AnyThread()

FAnimNode_PoseBlendNode::CacheBones_AnyThread()

FAnimNode_PoseHandler::CacheBones_AnyThread()

FAnimNode_PoseBlendNode::CacheBones_AnyThread()

FAnimNode_PoseDriver::CacheBones_AnyThread()

FAnimNode_Slot::CacheBones_AnyThread()

FAnimNode_RotateRootBone::CacheBones_AnyThread()

FAnimNode_MultiWayBlend::CacheBones_AnyThread()

FAnimNode_ConvertLocalToComponentSpace::CacheBones_AnyThread()

FAnimNode_LiveLinkPose::CacheBones_AnyThread()

FAnimNode_CurveSource::CacheBones_AnyThread()

FAnimNode_CopyPoseFromMesh::CacheBones_AnyThread()

FAnimNode_SaveCachedPose::CacheBones_AnyThread()

FAnimNode_ModifyCurve::CacheBones_AnyThread()

FAnimNode_ApplyAdditive::CacheBones_AnyThread()

FAnimNode_ControlRigBase::CacheBones_AnyThread()

FAnimNode_ControlRig::CacheBones_AnyThread()

FAnimNode_RotationOffsetBlendSpace::CacheBones_AnyThread()

FAnimNode_SteamVRSetWristTransform::CacheBones_AnyThread()

FAnimNode_ApplyMeshSpaceAdditive::CacheBones_AnyThread()

FAnimNode_SequencePlayer::CacheBones_AnyThread()

FAnimNode_TransitionPoseEvaluator::CacheBones_AnyThread()

FAnimNode_ScaleChainLength::CacheBones_AnyThread()

FAnimNode_BlendSpacePlayer::CacheBones_AnyThread()

FAnimNode_RotationOffsetBlendSpace::CacheBones_AnyThread()

FAnimNode_AimOffsetLookAt::CacheBones_AnyThread()

FAnimNode_AimOffsetLookAt::CacheBones_AnyThread()

FAnimNode_SteamVRInputAnimPose::CacheBones_AnyThread()

FAnimNode_TwistCorrectiveNode::CacheBones_AnyThread()

FAnimNode_TwoWayBlend::CacheBones_AnyThread()

FAnimNode_BlendListBase::CacheBones_AnyThread()

FAnimNode_SequenceEvaluator::CacheBones_AnyThread()

FAnimNode_LinkedAnimGraph::CacheBones_AnyThread()

FAnimNode_BlendBoneByChannel::CacheBones_AnyThread()

FAnimNode_LayeredBoneBlend::CacheBones_AnyThread()

FAnimNode_SpringBone::CacheBones_AnyThread()

FAnimNode_StateMachine::CacheBones_AnyThread()

FAnimNode_PoseDriver::CacheBones_AnyThread()

FAnimNode_Inertialization::CacheBones_AnyThread()

FAnimNode_SkeletalControlBase::CacheBones_AnyThread()

FAnimNode_TwistCorrectiveNode::CacheBones_AnyThread()

FAnimNode_SpringBone::CacheBones_AnyThread()

References

Module

Engine

Header

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

Include

#include "Animation/AnimNodeBase.h"

Source

/Engine/Source/Runtime/Engine/Private/Animation/AnimNodeBase.cpp

Syntax

virtual void CacheBones_AnyThread
(
    const FAnimationCacheBonesContext & Context
)

Remarks

Called to cache any bones that this node needs to track (e.g. in a FBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.

Parameters

Parameter

Description

Context

Context structure providing access to relevant data

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