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| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h |
Include |
#include "AnimNodes/AnimNode_Slot.h" |
struct FAnimNode_Slot : public FAnimNode_Base
An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input.
Name | Description | ||
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bAlwaysUpdateSourcePose |
Whether we should continue to update the source pose regardless of whether it would be used. |
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SlotName |
The name of this slot, exposed to gameplay code, etc... |
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SlotNodeInitializationCounter |
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Source |
The source input, passed thru to the output unless a montage or slot animation is currently playing. |
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WeightData |
Name | Description | |
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FAnimNode_Slot() |
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. |