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| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_StateMachine.h |
Include |
#include "Animation/AnimNode_StateMachine.h" |
struct FAnimNode_StateMachine : public FAnimNode_Base
State machine node.
Name | Description | ||
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ActiveTransitionArray |
The set of active transitions, if there are any. |
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bAllowConduitEntryStates |
Allows a conduit to be used as this state machine's entry state If a valid entry state cannot be found at runtime then this will generate a reference pose! |
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bCreateNotifyMetaData |
Tag Notifies with meta data such as the active state and mirroring state. |
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bReinitializeOnBecomingRelevant |
Reinitialize the state machine if we have become relevant to the graph after not being ticked on the previous frame(s) |
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bSkipFirstUpdateTransition |
When the state machine becomes relevant, it is initialized into the Entry state. |
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CurrentState |
The current state within the state machine. |
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float |
ElapsedTime |
Elapsed time since entering the current state. |
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EvaluatingTransitionIndex |
Current Transition Index being evaluated. |
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MaxTransitionsPerFrame |
The maximum number of transitions that can be taken by this machine 'simultaneously' in a single frame. |
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OnGraphStatesEntered |
Delegates that native code can hook into to handle state entry. |
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OnGraphStatesExited |
Delegates that native code can hook into to handle state exits. |
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const FBakedAni... |
PRIVATE_MachineDescription |
The state machine description this is an instance of. |
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StateMachineIndexInClass |
Index into the BakedStateMachines array in the owning UAnimBlueprintGeneratedClass. |
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StatePoseLinks |
The set of states in this state machine. |
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StatesUpdated |
Used during transitions to make sure we don't double tick a state if it appears multiple times. |
Name | Description | |
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FAnimNode_StateMachine() |
Name | Description | ||
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CacheMachineDescription ( |
Cache the internal machine description |
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ConditionallyCacheBonesForState ( |
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const FPoseC... |
EvaluateState ( |
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EvaluateTransitionCustomBlend ( |
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EvaluateTransitionStandardBlend ( |
Transition type evaluation functions |
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EvaluateTransitionStandardBlendInternal ( |
Transition type evaluation functions |
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FindValidTransition ( |
Finds the highest priority valid transition, information pass via the OutPotentialTransition variable. |
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GetCurrentState() |
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float |
GetCurrentStateElapsedTime() |
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GetCurrentStateName() |
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const FBaked... |
GetMachineDescription() |
Tries to get the instance information for the state machine. |
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const FAnimN... |
GetRelevantAssetPlayerFromState ( |
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const FAnimN... |
GetRelevantAssetPlayerFromState ( |
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const int32 |
GetStateIndex ( |
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const FBaked... |
GetStateInfo() |
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const FBaked... |
GetStateInfo ( |
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float |
GetStateWeight ( |
Returns the blend weight of the specified state, as calculated by the last call to Update() |
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const FAnima... |
GetTransitionInfo ( |
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IsAConduitState ( |
Helper function to test if a state is a conduit |
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IsTransitionActive ( |
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IsValidTransitionIndex ( |
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LogInertializationRequestError ( |
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SetState ( |
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SetStateInternal ( |
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UpdateState ( |
Helper functions for calling update and evaluate on state nodes |
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UpdateTransitionStates ( |
Helper function that will update the states associated with a transition. |
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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Update_AnyThread ( |
Called to update the state of the graph relative to this node. |