FAnimNode_BlendSpacePlayer

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h

Include

#include "AnimNodes/AnimNode_BlendSpacePlayer.h"

Syntax

struct FAnimNode_BlendSpacePlayer : public FAnimNode_AssetPlayerBase

Variables

Name Description

Protected variable

FBlendFilter

 

BlendFilter

Filter used to dampen coordinate changes.

Protected variable

TArray< FBlendS...

 

BlendSampleDataCache

Cache of samples used to determine blend weights.

Protected variable

int32

 

CachedTriangulationIndex

Previous position in the triangulation/segmentation

Protected variable

TObjectPtr< UBl...

 

PreviousBlendSpace

Constructors

Name Description

Public function

FAnimNode_BlendSpacePlayer()

Functions

Name Description

Public function Const

UBlendSpace ...

 

GetBlendSpace()

Get the blendspace asset to play.

Public function Const

FVector

 

GetFilteredPosition()

Public function Const

bool

 

GetLoop()

Should the animation loop back to the start when it reaches the end?

Public function Virtual Const

float

 

GetPlayRate()

Get the play rate multiplier. Can be negative, which will cause the animation to play in reverse.

Public function Virtual Const

FVector

 

GetPosition()

Get the coordinates that are currently being sampled by the blendspace.

Public function Const

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.

Public function Const

float

 

GetTimeFromEnd

(
    float CurrentTime
)

Public function Virtual Const

bool

 

IsEvaluator()

Indicates if we are an evaluator - i.e. will be setting the time explicitly rather than letting it play out.

Public function

bool

 

SetBlendSpace

(
    UBlendSpace* InBlendSpace
)

Set the blendspace asset to play.

Public function Const

bool

 

ShouldResetPlayTimeWhenBlendSpaceChanges()

Get whether we should reset the current play time when the blend space changes.

Public function Virtual Const

bool

 

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.

Protected function

void

 

UpdateInternal

(
    const FAnimationUpdateContext& Con...
)

Overridden from FAnimNode_AssetPlayerBase

Name Description

Public function Virtual Const

UAnimationAs...

 

GetAnimAsset()

Get the animation asset associated with the node, derived classes should implement this

Public function Virtual Const

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).

Public function Virtual Const

float

 

GetCurrentAssetTime()

Public function Virtual Const

float

 

GetCurrentAssetTimePlayRateAdjusted()

Public function Virtual Const

EAnimSyncMet...

 

GetGroupMethod()

Get the sync group method we are using.

Public function Virtual Const

FName

 

GetGroupName()

Get the sync group name we are using.

Public function Virtual Const

EAnimGroupRo...

 

GetGroupRole()

Get the sync group role we are using.

Public function Virtual Const

bool

 

GetIgnoreForRelevancyTest()

Check whether this node should be ignored when testing for relevancy in state machines.

Public function Virtual

bool

 

SetGroupMethod

(
    EAnimSyncMethod InMethod
)

Set the sync group method we are using.

Public function Virtual

bool

 

SetGroupName

(
    FName InGroupName
)

Set the sync group name we are using.

Public function Virtual

bool

 

SetGroupRole

(
    EAnimGroupRole::Type InRole
)

Set the sync group role we are using.

Public function Virtual

bool

 

SetIgnoreForRelevancyTest

(
    bool bInIgnoreForRelevancyTest
)

Set whether this node should be ignored when testing for relevancy in state machines.

Public function Virtual

void

 

UpdateAssetPlayer

(
    const FAnimationUpdateContext& Con...
)

Update method for the asset player, to be implemented by derived classes

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

CacheBones_AnyThread

(
    const FAnimationCacheBonesContext&...
)

Called to cache any bones that this node needs to track (e.g. in a FBoneReference).

Public function Virtual

void

 

Evaluate_AnyThread

(
    FPoseContext& Output
)

Called to evaluate local-space bones transforms according to the weights set up in Update().

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

Called to gather on-screen debug data. This is called on the game thread.

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Initialize function for setup purposes