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| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h |
Include |
#include "AnimNodes/AnimNode_BlendListBase.h" |
struct FAnimNode_BlendListBase : public FAnimNode_Base
Blend list node; has many children.
Name | Description | ||
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BlendPose |
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bResetChildOnActivation |
This reinitializes the re-activated child if the child's weight was zero. |
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LastActiveChildIndex |
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PerBlendData |
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PerBoneSampleData |
Per-bone blending data, allocated when using blend profiles. |
Name | Description | |
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FAnimNode_BlendListBase() |
Name | Description | ||
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AddPose() |
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GetActiveChildIndex() |
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UBlendProfil... |
GetBlendProfile() |
Get the blend profile to use when blending, if any. |
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const TArray... |
GetBlendTimes() |
Get the array of blend times to apply to our input poses. |
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EAlphaBlendO... |
GetBlendType() |
Get the blend type we will use when blending. |
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UCurveFloat ... |
GetCustomBlendCurve() |
Get the custom blend curve to apply when blending, if any. |
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GetNodeName ( |
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GetResetChildOnActivation() |
Get whether to reinitialize the child pose when re-activated. |
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EBlendListTr... |
GetTransitionType() |
Get the type of transition that this blend list will make. |
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RemovePose ( |
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. |
Name |
Description |
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FBlendData |
Struct for tracking blends for each pose. |