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Header |
/Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_CustomProperty.h |
Include |
#include "Animation/AnimNode_CustomProperty.h" |
struct FAnimNode_CustomProperty : public FAnimNode_Base
Custom property node that you'd like to expand pin by reflecting internal instance (we call TargetInstance here)
Used by sub anim instance or control rig node where you have internal instance and would like to reflect to AnimNode as a pin
To make pin working, you need storage inside of AnimInstance (SourceProperties/SourcePropertyNames) So this creates storage inside of AnimInstance with the unique custom property name and it copies to the actually TargetInstance here to allow the information be transferred in runtime (DestProperties/DestPropertyNames)
TargetInstance - UObject derived instance that has certain dest properties Source - AnimInstance's copy properties that is used to store the data
Name | Description | ||
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bReinitializeProperties |
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DestProperties |
List of properties on the TargetInstance to push to, built from name list when initialised |
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DestPropertyNames |
List of destination properties to use, 1-1 with Source names above, built by the compiler |
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SourceProperties |
List of properties on the calling Source Instances instance to push from |
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SourcePropertyNames |
List of source properties to use, 1-1 with Dest names below, built by the compiler |
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UObject * |
TargetInstance |
This is the actual instance allocated at runtime that will run. Set by child class. |
Name | Description | |
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FAnimNode_CustomProperty() |
Name | Description | ||
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UClass * |
GetTargetClass() |
Get Target Class |
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T * |
GetTargetInstance() |
Get Target Instance by type for convenience |
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InitializeProperties |
Initialize property links from the source instance, in this case AnimInstance Compiler creates those properties during compile time |
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PropagateInputProperties ( |
Propagate the Source Instances' properties to Target Instance |
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SetTargetInstance ( |
Set Target Instance |
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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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PreUpdate ( |
Override this to perform game-thread work prior to non-game thread Update() being called |