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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h |
Include |
#include "AnimNodes/AnimNode_BlendSpacePlayer.h" |
struct FAnimNode_BlendSpacePlayer : public FAnimNode_AssetPlayerBase
Name | Description | ||
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BlendFilter |
Filter used to dampen coordinate changes. |
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BlendSampleDataCache |
Cache of samples used to determine blend weights. |
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CachedTriangulationIndex |
Previous position in the triangulation/segmentation |
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TObjectPtr< UBl... |
PreviousBlendSpace |
Name | Description | |
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FAnimNode_BlendSpacePlayer() |
Name | Description | ||
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UBlendSpace ... |
GetBlendSpace() |
Get the blendspace asset to play. |
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GetFilteredPosition() |
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GetLoop() |
Should the animation loop back to the start when it reaches the end? |
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float |
GetPlayRate() |
Get the play rate multiplier. Can be negative, which will cause the animation to play in reverse. |
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GetPosition() |
Get the coordinates that are currently being sampled by the blendspace. |
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float |
GetStartPosition() |
The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end. |
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float |
GetTimeFromEnd ( |
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IsEvaluator() |
Indicates if we are an evaluator - i.e. will be setting the time explicitly rather than letting it play out. |
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SetBlendSpace ( |
Set the blendspace asset to play. |
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ShouldResetPlayTimeWhenBlendSpaceChanges() |
Get whether we should reset the current play time when the blend space changes. |
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ShouldTeleportToTime() |
An evaluator will be setting the play rate to zero and setting the time explicitly. ShouldTeleportToTime indicates whether we should jump to that time, or move to it playing out root motion and events etc. |
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UpdateInternal ( |
Name | Description | ||
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UAnimationAs... |
GetAnimAsset() |
Get the animation asset associated with the node, derived classes should implement this |
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float |
GetCurrentAssetLength() |
Functions to report data to getters, this is required for all asset players (but can't be pure abstract because of struct instantiation generated code). |
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float |
GetCurrentAssetTime() |
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float |
GetCurrentAssetTimePlayRateAdjusted() |
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EAnimSyncMet... |
GetGroupMethod() |
Get the sync group method we are using. |
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GetGroupName() |
Get the sync group name we are using. |
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EAnimGroupRo... |
GetGroupRole() |
Get the sync group role we are using. |
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GetIgnoreForRelevancyTest() |
Check whether this node should be ignored when testing for relevancy in state machines. |
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SetGroupMethod ( |
Set the sync group method we are using. |
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SetGroupName ( |
Set the sync group name we are using. |
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SetGroupRole ( |
Set the sync group role we are using. |
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SetIgnoreForRelevancyTest ( |
Set whether this node should be ignored when testing for relevancy in state machines. |
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UpdateAssetPlayer ( |
Update method for the asset player, to be implemented by derived classes |
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 ( |
Initialize function for setup purposes |