| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_LinkedAnimGraph.h |
Include |
#include "Animation/AnimNode_LinkedAnimGraph.h" |
struct FAnimNode_LinkedAnimGraph : public FAnimNode_CustomProperty
Name | Description | ||
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uint8: 1 |
bPropagateNotifiesToLinkedInstances |
Whether named notifies will be propagated from this linked instance to other instances (outer or other linked instances) |
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uint8: 1 |
bReceiveNotifiesFromLinkedInstances |
Whether named notifies will be received by this linked instance from other instances (outer or other linked instances) |
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CachedLinkedNodeIndex |
Cached node index for our linked function. |
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InputPoseNames |
List of input pose names, 1-1 with pose links about, built by the compiler |
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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 |
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TSubclassOf< UA... |
InstanceClass |
The class spawned for this linked instance |
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FAnimNode_Base ... |
LinkedRoot |
The root node of the dynamically-linked graph. |
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NodeIndex |
Our node index. |
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float |
PendingBlendDuration |
Inertial blending duration to request next update. |
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Tag |
Optional tag used to identify this linked instance |
Name | Description | |
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FAnimNode_LinkedAnimGraph() |
Name | Description | ||
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CacheBonesSubGraph_AnyThread ( |
Caches bones only for the sub graph that this node is linked to. |
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DynamicLink ( |
Link up pose links dynamically with linked instance |
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DynamicUnlink ( |
Break any pose links dynamically with linked instance |
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FindFunctionInputIndex ( |
Helper function for finding function inputs when linking/unlinking |
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GetDynamicLinkFunctionName() |
Get the function name we should be linking with when we call DynamicLink/Unlink |
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UAnimInstanc... |
GetDynamicLinkTarget ( |
Get the dynamic link target |
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InitializeSubGraph_AnyThread ( |
Initializes only the sub-graph that this node is linked to. |
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ReinitializeLinkedAnimInstance ( |
Re-create the linked instances for this node. |
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RequestBlend ( |
Request a blend when the active instance changes |
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SetAnimClass ( |
Dynamically set the anim class of this linked instance |
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TeardownInstance() |
Shutdown the currently running instance. |
Name | Description | ||
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UClass * |
GetTargetClass() |
Get Target Class. |
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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Evaluate_AnyThread ( |
Called to evaluate local-space bones 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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Initialize_AnyThread ( |
Called when the node first runs. |
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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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Update_AnyThread ( |
Called to update the state of the graph relative to this node. |