| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Animation/AnimBlueprint.h |
Include |
#include "Animation/AnimBlueprint.h" |
class UAnimBlueprint :
public UBlueprint,
public IInterface_PreviewMeshProvider
An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. It can perform blending of animations, directly control the bones of the skeleton, and output a final pose for a Skeletal Mesh each frame.
Name | Description | ||
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bUseMultiThreadedAnimationUpdate |
Allows this anim Blueprint to update its native update, blend tree, montages and asset players on a worker thread. |
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bWarnAboutBlueprintUsage |
Selecting this option will cause the compiler to emit warnings whenever a call into Blueprint is made from the animation graph. |
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Groups |
List of animation sync groups. |
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OnOverrideChanged |
Broadcast when an override is changed, allowing derived blueprints to be updated. |
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ParentAssetOverrides |
Array of overrides to asset containing nodes in the parent that have been overridden. |
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PoseWatches |
Array of active pose watches (pose watch allows us to see the bone pose at a particular point of the anim graph) |
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TargetSkeleton |
This is the target skeleton asset for anim instances created from this blueprint; all animations referenced by the BP should be compatible with this skeleton. |
Name | Description | |
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UAnimBlueprint ( |
Name | Description | ||
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FindOrAddGroup ( |
Finds the index of the specified group, or creates a new entry for it (unless the name is NAME_None, which will return INDEX_NONE) |
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UAnimBluepri... |
FindRootAnimBlueprint ( |
Returns the most base anim blueprint for a given blueprint (if it is inherited from another anim blueprint, returning null if only native / non-anim BP classes are it's parent) |
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UAnimBluepri... |
GetAnimBlueprintGeneratedClass() |
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UAnimBluepri... |
GetAnimBlueprintSkeletonClass() |
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FAnimParentN... |
GetAssetOverrideForNode |
Inspects the hierarchy and looks for an override for the requested node GUID |
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GetAssetOverrides |
Inspects the hierarchy and builds a list of all asset overrides for this blueprint. |
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FAnimBluepri... |
GetDebugData() |
Get the debug data for this anim BP |
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UAnimBluepri... |
GetPreviewAnimationBlueprint() |
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EPreviewAnim... |
GetPreviewAnimationBlueprintApplicationMethod() |
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GetPreviewAnimationBlueprintTag() |
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IsObjectBeingDebugged ( |
Check if the anim instance is the active debug object for this anim BP |
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NotifyOverrideChange ( |
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RegisterOnOverrideChanged ( |
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SetPreviewAnimationBlueprint ( |
Preview anim blueprint support |
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SetPreviewAnimationBlueprintApplicationMethod |
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SetPreviewAnimationBlueprintTag ( |
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UnregisterOnOverrideChanged ( |
Name | Description | ||
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CanRecompileWhilePlayingInEditor() |
Some Blueprints (and classes) can recompile while we are debugging a live session. |
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FindDiffs ( |
Fills in a list of differences between this blueprint and another blueprint. |
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UClass * |
GetBlueprintClass() |
Gets the class generated when this blueprint is compiled. |
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IsValidForBytecodeOnlyRecompile() |
Whether or not this blueprint can be considered for a bytecode only compile |
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SupportedByDefaultBlueprintFactory() |
Should the generic blueprint factory work for this blueprint? |
Name | Description | ||
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USkeletalMes... |
GetPreviewMesh ( |
Get the preview mesh for this asset, non const. |
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USkeletalMes... |
GetPreviewMesh() |
Get the preview mesh for this asset |
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SetPreviewMesh ( |
IInterface_PreviewMeshProvider interface |
Name |
Description |
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FOnOverrideChanged |
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FOnOverrideChangedMulticaster |