FAnimNode_LinkedAnimGraph

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Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Animation/AnimNode_LinkedAnimGraph.h"

Syntax

struct FAnimNode_LinkedAnimGraph : public FAnimNode_CustomProperty

Variables

Name Description

Public variable

uint8: 1

 

bPropagateNotifiesToLinkedInstances

Whether named notifies will be propagated from this linked instance to other instances (outer or other linked instances)

Public variable

uint8: 1

 

bReceiveNotifiesFromLinkedInstances

Whether named notifies will be received by this linked instance from other instances (outer or other linked instances)

Public variable

int32

 

CachedLinkedNodeIndex

Cached node index for our linked function.

Public variable

TArray< FName >

 

InputPoseNames

List of input pose names, 1-1 with pose links about, built by the compiler

Public variable

TArray< FPoseLi...

 

InputPoses

Input poses for the node, intentionally not accessible because if there's no input nodes in the target class we don't want to show these as pins

Public variable

TSubclassOf< UA...

 

InstanceClass

The class spawned for this linked instance

Public variable

FAnimNode_Base ...

 

LinkedRoot

The root node of the dynamically-linked graph.

Public variable

int32

 

NodeIndex

Our node index.

Protected variable

float

 

PendingBlendDuration

Inertial blending duration to request next update.

Public variable

FName

 

Tag

Optional tag used to identify this linked instance

Constructors

Name Description

Public function

FAnimNode_LinkedAnimGraph()

Functions

Name Description

Public function

void

 

CacheBonesSubGraph_AnyThread

(
    const FAnimationCacheBonesContext&...
)

Caches bones only for the sub graph that this node is linked to.

Protected function

void

 

DynamicLink

(
    UAnimInstance* InOwningAnimIns...
)

Link up pose links dynamically with linked instance

Protected function

void

 

DynamicUnlink

(
    UAnimInstance* InOwningAnimIns...
)

Break any pose links dynamically with linked instance

Protected function

int32

 

FindFunctionInputIndex

(
    const FAnimBlueprintFunction& Anim...,
    const FName& InInputName
)

Helper function for finding function inputs when linking/unlinking

Public function Virtual Const

FName

 

GetDynamicLinkFunctionName()

Get the function name we should be linking with when we call DynamicLink/Unlink

Public function Virtual Const

UAnimInstanc...

 

GetDynamicLinkTarget

(
    UAnimInstance* InOwningAnimIns...
)

Get the dynamic link target

Public function

void

 

InitializeSubGraph_AnyThread

(
    const FAnimationInitializeContext&...
)

Initializes only the sub-graph that this node is linked to.

Protected function

void

 

ReinitializeLinkedAnimInstance

(
    const UAnimInstance* InOwningA...,
    UAnimInstance* InNewAnimInstan...
)

Re-create the linked instances for this node.

Protected function

void

 

RequestBlend

(
    const IAnimClassInterface* Pri...,
    const IAnimClassInterface* New...
)

Request a blend when the active instance changes

Public function

void

 

SetAnimClass

(
    TSubclassOf< UAnimInstance > InClas...,
    const UAnimInstance* InOwningA...
)

Dynamically set the anim class of this linked instance

Protected function

void

 

TeardownInstance()

Shutdown the currently running instance.

Overridden from FAnimNode_CustomProperty

Name Description

Protected function Virtual Const

UClass *

 

GetTargetClass()

Get Target Class.

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.

Protected function Virtual Const

bool

 

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.

Protected function Virtual

void

 

OnInitializeAnimInstance

(
    const FAnimInstanceProxy* InPr...,
    const UAnimInstance* InAnimIns...
)

Called once, from game thread as the parent anim instance is created

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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