UAnimBlueprint

An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/AnimBlueprint.h

Include

#include "Animation/AnimBlueprint.h"

Syntax

class UAnimBlueprint :
    public UBlueprint ,
    public IInterface_PreviewMeshProvider

Remarks

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.

Variables

Name Description

Public variable

bool

 

bUseMultiThreadedAnimationUpdate

Allows this anim Blueprint to update its native update, blend tree, montages and asset players on a worker thread.

Public variable

bool

 

bWarnAboutBlueprintUsage

Selecting this option will cause the compiler to emit warnings whenever a call into Blueprint is made from the animation graph.

Public variable

TArray < FAnimGr ...

 

Groups

List of animation sync groups.

Protected variable

FOnOverrideChan ...

 

OnOverrideChanged

Broadcast when an override is changed, allowing derived blueprints to be updated.

Public variable

TArray < FAnimPa ...

 

ParentAssetOverrides

Array of overrides to asset containing nodes in the parent that have been overridden.

Public variable

TArray < class U ...

 

PoseWatches

Array of active pose watches (pose watch allows us to see the bone pose at a particular point of the anim graph)

Public variable

USkeleton *

 

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.

Constructors

Name Description

Public function

UAnimBlueprint

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function

int32

 

FindOrAddGroup

(
    FName GroupName
)

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)

Public function Static

UAnimBluepri ...

 

FindRootAnimBlueprint

(
    const UAnimBlueprint * DerivedB...
)

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)

Public function Const

UAnimBluepri ...

 

GetAnimBlueprintGeneratedClass()

Public function Const

UAnimBluepri ...

 

GetAnimBlueprintSkeletonClass()

Public function Const

FAnimParentN ...

 

GetAssetOverrideForNode

(
    FGuid NodeGuid,
    bool bIgnoreSelf
)

Inspects the hierarchy and looks for an override for the requested node GUID

Public function

bool

 

GetAssetOverrides

Inspects the hierarchy and builds a list of all asset overrides for this blueprint.

Public function Const

FAnimBluepri ...

 

GetDebugData()

Get the debug data for this anim BP

Public function Const

UAnimBluepri ...

 

GetPreviewAnimationBlueprint()

Public function Const

EPreviewAnim ...

 

GetPreviewAnimationBlueprintApplicationMethod()

Public function Const

FName

 

GetPreviewAnimationBlueprintTag()

Public function Const

bool

 

IsObjectBeingDebugged

(
    const UObject * AnimInstance
)

Check if the anim instance is the active debug object for this anim BP

Public function

void

 

NotifyOverrideChange

(
    FAnimParentNodeAssetOverride & Over...
)

Public function

void

 

RegisterOnOverrideChanged

(
    const FOnOverrideChanged & Delegate
)

Public function

void

 

SetPreviewAnimationBlueprint

(
    UAnimBlueprint * InPreviewAnima...
)

Preview anim blueprint support

Public function

void

 

SetPreviewAnimationBlueprintApplicationMethod

Public function

void

 

SetPreviewAnimationBlueprintTag

(
    FName InTag
)

Public function

void

 

UnregisterOnOverrideChanged

(
    SWidget * Widget
)

Overridden from UBlueprint

Name Description

Public function Virtual Const

bool

 

CanRecompileWhilePlayingInEditor()

Some Blueprints (and classes) can recompile while we are debugging a live session.

Public function Virtual Const

bool

 

FindDiffs

(
    const UBlueprint * OtherBluepri...,
    FDiffResults & Results
)

Fills in a list of differences between this blueprint and another blueprint.

Public function Virtual Const

UClass *

 

GetBlueprintClass()

Gets the class generated when this blueprint is compiled.

Public function Virtual Const

bool

 

IsValidForBytecodeOnlyRecompile()

Whether or not this blueprint can be considered for a bytecode only compile

Public function Virtual Const

bool

 

SupportedByDefaultBlueprintFactory()

Should the generic blueprint factory work for this blueprint?

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

Handles reading, writing, and reference collecting using FArchive .

Overridden from IInterface_PreviewMeshProvider

Name Description

Public function Virtual

USkeletalMes ...

 

GetPreviewMesh

(
    bool bFindIfNotSet
)

Get the preview mesh for this asset, non const.

Public function Virtual Const

USkeletalMes ...

 

GetPreviewMesh()

Get the preview mesh for this asset

Public function Virtual

void

 

SetPreviewMesh

(
    USkeletalMesh * PreviewMesh,
    bool bMarkAsDirty
)

IInterface_PreviewMeshProvider interface

Typedefs

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback