| UObjectBase
|
Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Animation/AnimBlueprint.h |
Include |
#include "Animation/AnimBlueprint.h" |
class UAnimBlueprint :
public UBlueprint,
public IInterface_PreviewMeshProvider
An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. It can perform blending of animations, directly control the bones of the skeleton, and output a final pose for a Skeletal Mesh each frame.
Name | Description | ||
---|---|---|---|
|
uint8: 1 |
bEnableLinkedAnimLayerInstanceSharing |
If true, linked animation layers will be instantiated only once per AnimClass instead of once per AnimInstance, AnimClass and AnimGroup. |
|
bool |
bIsTemplate |
This is an anim blueprint that acts as a set of template functionality without being tied to a specific skeleton. |
|
bool |
bUseMultiThreadedAnimationUpdate |
Allows this anim Blueprint to update its native update, blend tree, montages and asset players on a worker thread. |
|
bool |
bWarnAboutBlueprintUsage |
Selecting this option will cause the compiler to emit warnings whenever a call into Blueprint is made from the animation graph. |
|
Groups |
List of animation sync groups. |
|
|
OnOverrideChanged |
Broadcast when an override is changed, allowing derived blueprints to be updated. |
|
|
ParentAssetOverrides |
Array of overrides to asset containing nodes in the parent that have been overridden. |
|
|
PoseWatches |
||
|
PoseWatchFolders |
Array of active pose watches (pose watches allows us to see the bone pose at a particular point of the anim graph and control debug draw for unselected anim nodes). |
|
|
TObjectPtr< USk... |
TargetSkeleton |
This is the target skeleton asset for anim instances created from this blueprint; all animations referenced by the BP should be compatible with this skeleton. |
Name | Description | |
---|---|---|
|
UAnimBlueprint ( |
Name | Description | ||
---|---|---|---|
|
int32 |
FindOrAddGroup ( |
Finds the index of the specified group, or creates a new entry for it (unless the name is NAME_None, which will return INDEX_NONE) |
|
UAnimBluepri... |
FindRootAnimBlueprint ( |
Returns the most base anim blueprint for a given blueprint (if it is inherited from another anim blueprint, returning null if only native / non-anim BP classes are it's parent) |
|
UAnimBluepri... |
GetAnimBlueprintGeneratedClass() |
|
|
UAnimBluepri... |
GetAnimBlueprintSkeletonClass() |
|
|
FAnimParentN... |
GetAssetOverrideForNode ( |
Inspects the hierarchy and looks for an override for the requested node GUID |
|
bool |
GetAssetOverrides |
Inspects the hierarchy and builds a list of all asset overrides for this blueprint. |
|
FAnimBluepri... |
GetDebugData() |
Get the debug data for this anim BP |
|
UAnimBluepri... |
GetParentAnimBlueprint ( |
Returns the parent anim blueprint for a given blueprint (if it is inherited from another anim blueprint, returning null if only native / non-anim BP classes are it's parent) |
|
UAnimBluepri... |
GetPreviewAnimationBlueprint() |
|
|
EPreviewAnim... |
GetPreviewAnimationBlueprintApplicationMethod() |
|
|
GetPreviewAnimationBlueprintTag() |
||
|
bool |
IsCompatible ( |
Check if the anim BP is compatible with this one (for linked instancing). |
|
bool |
IsCompatibleByAssetString ( |
Check if the asset path of a skeleton, template and interface flags are compatible with this anim blueprint (for linked instancing) |
|
bool |
IsObjectBeingDebugged ( |
Check if the anim instance is the active debug object for this anim BP |
|
void |
NotifyOverrideChange ( |
|
|
void |
RegisterOnOverrideChanged ( |
|
|
void |
RequestRefreshExtensions() |
Queue a refresh of the set of anim blueprint extensions that this anim blueprint hosts. |
|
void |
SetPreviewAnimationBlueprint ( |
Preview anim blueprint support |
|
void |
SetPreviewAnimationBlueprintApplicationMethod ( |
|
|
void |
SetPreviewAnimationBlueprintTag ( |
|
|
void |
UnregisterOnOverrideChanged ( |
Name | Description | ||
---|---|---|---|
|
bool |
AllowFunctionOverride ( |
Returns true if this blueprints allows the given function to be overridden |
|
bool |
CanAlwaysRecompileWhilePlayingInEditor() |
Some Blueprints (and classes) can recompile while we are debugging a live session (play in editor). |
|
bool |
FindDiffs ( |
Fills in a list of differences between this blueprint and another blueprint. |
|
UClass * |
GetBlueprintClass() |
Gets the class generated when this blueprint is compiled. |
|
bool |
IsValidForBytecodeOnlyRecompile() |
Whether or not this blueprint can be considered for a bytecode only compile |
|
void |
SetObjectBeingDebugged ( |
Sets the current object being debugged |
|
bool |
SupportedByDefaultBlueprintFactory() |
Should the generic blueprint factory work for this blueprint? |
|
bool |
SupportsAnimLayers() |
Returns true if this blueprint supports animation layers |
|
bool |
SupportsDelegates() |
Returns true if this blueprint supports delegates |
|
bool |
SupportsEventGraphs() |
Returns true if this blueprint supports event graphs |
|
bool |
SupportsMacros() |
Returns true if this blueprint supports macros |
Name | Description | ||
---|---|---|---|
|
void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
|
void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
|
void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
---|---|---|---|
|
USkeletalMes... |
GetPreviewMesh() |
Get the preview mesh for this asset |
|
USkeletalMes... |
GetPreviewMesh ( |
Get the preview mesh for this asset, non const. |
|
void |
SetPreviewMesh ( |
IInterface_PreviewMeshProvider interface |
Name |
Description |
---|---|
FOnOverrideChanged |
|
FOnOverrideChangedMulticaster |