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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- FAnimInstanceProxy
- FAnimSingleNodeInstanceProxy
- FAnimPreviewInstanceProxy
- FIKRetargetAnimInstanceProxy
- FIKRigAnimInstanceProxy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h |
Include | #include "AnimPreviewInstance.h" |
Syntax
struct FAnimPreviewInstanceProxy : public FAnimSingleNodeInstanceProxy
Remarks
Proxy override for this UAnimInstance-derived class
Constructors
Type | Name | Description | |
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FAnimPreviewInstanceProxy
(
UAnimInstance* InAnimInstance |
Functions
Type | Name | Description | |
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void | AddImpulseAtLocation
(
FVector Impulse, |
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FDelegateHandle | AddKeyCompleteDelegate
(
FSimpleMulticastDelegate::FDelegate InOnSetKeyCompleteDelegate |
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void | EnableControllers
(
bool bEnable |
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FAnimNode_ModifyBone * | FindModifiedBone
(
const FName& InBoneName, |
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TArray< FAnimNode_ModifyBone > & | ||
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TArray< FAnimNode_ModifyBone > & | ||
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USkeletalMeshComponent * | Gets the external debug skeletal mesh component we are debugging | |
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bool | ||
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FAnimNode_ModifyBone & | ModifyBone
(
const FName& InBoneName, |
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void | RefreshCurveBoneControllers
(
UAnimationAsset* AssetToRefreshFrom |
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void | RemoveBoneModification
(
const FName& InBoneName, |
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void | RemoveKeyCompleteDelegate
(
FDelegateHandle InDelegateHandle |
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void | ResetModifiedBone
(
bool bCurveController |
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void | SetDebugSkeletalMeshComponent
(
USkeletalMeshComponent* InSkeletalMeshComponent |
Sets an external debug skeletal mesh component to use to debug |
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void | SetForceRetargetBasePose
(
bool bInForceRetargetBasePose |
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void | SetKey () |
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void | SetSkeletalControlAlpha
(
float InSkeletalControlAlpha |
Overridden from FAnimSingleNodeInstanceProxy
Type | Name | Description | |
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void | SetAnimationAsset
(
UAnimationAsset* NewAsset, |
Overridden from FAnimInstanceProxy
Type | Name | Description | |
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bool | Evaluate
(
FPoseContext& Output |
Evaluate override point |
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void | Initialize
(
UAnimInstance* InAnimInstance |
Called when our anim instance is being initialized |
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void | PreUpdate
(
UAnimInstance* InAnimInstance, |
Called before update so we can copy any data we need |
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void | Update
(
float DeltaSeconds |
Update override point |
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void | UpdateAnimationNode
(
const FAnimationUpdateContext& InContext |
Updates the anim graph |