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| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h |
Include |
#include "AnimNodes/AnimNode_PoseBlendNode.h" |
struct FAnimNode_PoseBlendNode : public FAnimNode_PoseHandler
Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence.
Name | Description | ||
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BlendOption |
Type of blending used (Linear, Cubic, etc.) |
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TObjectPtr< UCu... |
CustomCurve |
If you're using Custom BlendOption, you can specify curve |
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SourcePose |
Name | Description | |
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FAnimNode_PoseBlendNode() |
Name | Description | ||
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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 |