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API > API/Plugins > API/Plugins/BlendStack
| Name | FAnimNode_BlendStack |
| Type | struct |
| Header File | /Engine/Plugins/Animation/BlendStack/Source/Runtime/Public/BlendStack/AnimNode_BlendStack.h |
| Include Path | #include "BlendStack/AnimNode_BlendStack.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_BlendStack : public FAnimNode_BlendStack_Standalone
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_AssetPlayerRelevancyBase → FAnimNode_AssetPlayerBase → FAnimNode_BlendStack_Standalone → FAnimNode_BlendStack
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActivationDelayTime | float | Delay in seconds before activating AnimationAsset playing from AnimationTime assets queued with an ActivationDelayTime will be discarded when a new blend gets requested | BlendStack/AnimNode_BlendStack.h |
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| AnimationAsset | TObjectPtr< UAnimationAsset > | Requested animation to play | BlendStack/AnimNode_BlendStack.h |
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| AnimationTime | float | Requested animation time | BlendStack/AnimNode_BlendStack.h |
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| bIgnoreForRelevancyTest | bool | If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node. | BlendStack/AnimNode_BlendStack.h |
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| BlendOption | EAlphaBlendOption | BlendStack/AnimNode_BlendStack.h |
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| BlendParameters | FVector | Requested blend space blend parameters (if AnimationAsset is a blend space) | BlendStack/AnimNode_BlendStack.h |
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| BlendParametersDeltaThreshold | float | Use this to define a threshold to trigger a new blend when blendspace xy input pins change. | BlendStack/AnimNode_BlendStack.h |
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| BlendProfile | TObjectPtr< UBlendProfile > | BlendStack/AnimNode_BlendStack.h |
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| BlendspaceUpdateMode | EBlendStack_BlendspaceUpdateMode | How we should update individual blend space parameters. See dropdown options tooltips. | BlendStack/AnimNode_BlendStack.h |
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| BlendTime | float | Tunable animation transition blend time | BlendStack/AnimNode_BlendStack.h |
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| bLoop | bool | Requested AnimationAsset looping | BlendStack/AnimNode_BlendStack.h |
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| bMirrored | bool | Requested AnimationAsset mirroring | BlendStack/AnimNode_BlendStack.h |
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| bResetOnBecomingRelevant | bool | Reset the blend stack if it has become relevant to the graph after not being updated on previous frames. | BlendStack/AnimNode_BlendStack.h |
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| bUseInertialBlend | bool | Enable to use inertial blending. | BlendStack/AnimNode_BlendStack.h |
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| GroupName | FName | The group name that we synchronize with (NAME_None if it is not part of any group). | BlendStack/AnimNode_BlendStack.h |
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| GroupRole | TEnumAsByte< EAnimGroupRole::Type > | The role this node can assume within the group (ignored if GroupName is not set). | BlendStack/AnimNode_BlendStack.h |
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| InertialBlendNodeTag | FName | Tag to force a specific inertialization / dead blending node to process inertial blend requests coming from this blend stack. | BlendStack/AnimNode_BlendStack.h |
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| MaxAnimationDeltaTime | float | If MaxAnimationDeltaTime is positive and the currently playing animation accumulated time differs more than MaxAnimationDeltaTime from AnimationTime (animation desynchronized from the requested time) this blend stack will force a blend into the same animation | BlendStack/AnimNode_BlendStack.h |
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| Method | EAnimSyncMethod | How this node will synchronize with other animations. | BlendStack/AnimNode_BlendStack.h |
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| MirrorDataTable | TObjectPtr< UMirrorDataTable > | If set and bMirrored MirrorDataTable will be used for mirroring the aniamtion | BlendStack/AnimNode_BlendStack.h |
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| WantedPlayRate | float | Requested animation play rate | BlendStack/AnimNode_BlendStack.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ForceBlendNextUpdate() |
Force a blend on the next update, even if the anim sequence has not changed. | BlendStack/AnimNode_BlendStack.h |
Overridden from FAnimNode_BlendStack_Standalone
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Reset() |
BlendStack/AnimNode_BlendStack.h |
Overridden from FAnimNode_AssetPlayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EAnimSyncMethod GetGroupMethod() |
BlendStack/AnimNode_BlendStack.h | ||
virtual FName GetGroupName() |
BlendStack/AnimNode_BlendStack.h | ||
virtual EAnimGroupRole::Type GetGroupRole() |
BlendStack/AnimNode_BlendStack.h | ||
virtual bool SetGroupMethod
(
EAnimSyncMethod InMethod |
BlendStack/AnimNode_BlendStack.h | ||
virtual bool SetGroupName
(
FName InGroupName |
BlendStack/AnimNode_BlendStack.h | ||
virtual bool SetGroupRole
(
EAnimGroupRole::Type InRole |
BlendStack/AnimNode_BlendStack.h | ||
virtual void UpdateAssetPlayer
(
const FAnimationUpdateContext& Context |
BlendStack/AnimNode_BlendStack.h |
Overridden from FAnimNode_AssetPlayerRelevancyBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetIgnoreForRelevancyTest() |
BlendStack/AnimNode_BlendStack.h | ||
virtual bool IsLooping() |
BlendStack/AnimNode_BlendStack.h | ||
virtual bool SetIgnoreForRelevancyTest
(
bool bInIgnoreForRelevancyTest |
BlendStack/AnimNode_BlendStack.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ConditionalBlendTo
(
const FAnimationUpdateContext& Context |
BlendStack/AnimNode_BlendStack.h | ||
bool NeedsReset
(
const FAnimationUpdateContext& Context |
BlendStack/AnimNode_BlendStack.h |