FAnimNode_CallFunction

Calls specified user-defined events/functions during anim graph execution

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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_CallFunction

References

Module

AnimGraphRuntime

Header

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

Include

#include "AnimNodes/AnimNode_CallFunction.h"

Syntax

struct FAnimNode_CallFunction : public FAnimNode_Base

Remarks

Calls specified user-defined events/functions during anim graph execution

Variables

Name Description

Public variable

EAnimFunctionCa...

 

CallSite

When to call the function during the execution of the animation graph.

Public variable

FGraphTraversal...

 

Counter

Counter used to determine relevancy.

Public variable

float

 

CurrentWeight

Weight to determine blend-related call sites.

Public variable

FAnimNodeFuncti...

 

Function

Function to call.

Public variable

FPoseLink

 

Source

Functions

Name Description

Public function Const

void

 

CallFunctionFromCallSite

(
    EAnimFunctionCallSite InCallSite,
    const FAnimationBaseContext& InCon...
)

Calls the function we hold if the callsite matches the one we have set.

Public function Const

const FAnimN...

 

GetFunction()

Get the function held on this node.

Overridden from FAnimNode_Base

Name Description

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&...
)

Called when the node first runs.

Public function Virtual Const

bool

 

NeedsOnInitializeAnimInstance()

For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here.

Public function Virtual

void

 

OnInitializeAnimInstance

(
    const FAnimInstanceProxy* InPr...,
    const UAnimInstance* InAnimIns...
)

Called once, from game thread as the parent anim instance is created

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext& Con...
)

Called to update the state of the graph relative to this node.