Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Animation/AnimNodeBase.h |
Include |
#include "Animation/AnimNodeBase.h" |
struct FAnimNode_Base
This is the base of all runtime animation nodes
To create a new animation node: Create a struct derived from FAnimNode_Base - this is your runtime node Create a class derived from UAnimGraphNode_Base, containing an instance of your runtime node as a member - this is your visual/editor-only node
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~FAnimNode_Base() |
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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CanUpdateInWorkerThread() |
Whether this node can run its Update() call on a worker thread. |
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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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EvaluateComponentSpace_AnyThread ( |
Called to evaluate component-space bone 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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const FExpos... |
GetEvaluateGraphExposedInputs() |
The default handler for graph-exposed inputs: |
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GetLODThreshold() |
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HasPreUpdate() |
Override this to indicate that PreUpdate() should be called on the game thread (usually to gather non-thread safe data) before Update() is called. |
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Initialize_AnyThread ( |
Called when the node first runs. |
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IsLODEnabled ( |
Return true if enabled, otherwise, return false. |
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NeedsDynamicReset() |
For nodes that implement some kind of simulation, return true here so ResetDynamics() gets called when things like teleports, time skips etc. |
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NeedsOnInitializeAnimInstance() |
For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficent or inefficent to use Initialize_AnyThread), return true here. |
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OnInitializeAnimInstance ( |
Called once, from game thread as the parent anim instance is created |
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OnUpdatesSkipped ( |
Called on a tracked ancestor node when there are Update() calls that were skipped due to pose caching. |
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OverrideAsset ( |
If a derived anim node should respond to asset overrides, OverrideAsset should be defined to handle changing the asset This is called during anim blueprint compilation to handle child anim blueprints. |
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PostCompile ( |
Called after compilation |
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PreUpdate ( |
Override this to perform game-thread work prior to non-game thread Update() being called |
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ResetDynamics ( |
Called to help dynamics-based updates to recover correctly from large movements/teleports |
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SetExposedValueHandler ( |
Initialization function for the default handler for graph-exposed inputs, used only by instancing code: |
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Update_AnyThread ( |
Called to update the state of the graph relative to this node. |
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WantsSkippedUpdates() |
Override this if your node uses ancestor tracking and wants to be informed of Update() calls that were skipped due to pose caching. |
Name | Description | ||
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CacheBones ( |
Please use CacheBones_AnyThread instead |
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Evaluate ( |
Please use Evaluate_AnyThread instead |
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EvaluateComponentSpace ( |
Please use EvaluateComponentSpace_AnyThread instead |
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Initialize ( |
Please use Initialize_AnyThread instead |
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ResetDynamics() |
Please use ResetDynamics with an ETeleportPhysics flag instead |
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RootInitialize ( |
Please use OnInitializeAnimInstance instead |
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Update ( |
Please use Update_AnyThread instead |