Navigation
API > API/Plugins > API/Plugins/BlendStack
| Name | FBlendStackAnimPlayer |
| Type | struct |
| Header File | /Engine/Plugins/Animation/BlendStack/Source/Runtime/Public/BlendStack/AnimNode_BlendStack.h |
| Include Path | #include "BlendStack/AnimNode_BlendStack.h" |
Syntax
USTRUCT ()
struct FBlendStackAnimPlayer
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OverrideCurve | TBaseBlendedCurve< FDefaultAllocator, UE::Anim::FCurveElement > | Curves to add to the pose after the player evaluates. | BlendStack/AnimNode_BlendStack.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BlendOption | EAlphaBlendOption | BlendStack/AnimNode_BlendStack.h | ||
| BlendSpacePlayerNode | FAnimNode_BlendSpacePlayer_Standalone | Embedded standalone player to play blend spaces. | BlendStack/AnimNode_BlendStack.h |
|
| CurrentBlendInTime | float | BlendStack/AnimNode_BlendStack.h | ||
| DebugColor | FColor | BlendStack/AnimNode_BlendStack.h | ||
| MirrorNode | FAnimNode_Mirror_Standalone | Embedded mirror node to handle mirroring. | BlendStack/AnimNode_BlendStack.h |
|
| PoseLinkIndex | int32 | BlendStack/AnimNode_BlendStack.h | ||
| SequencePlayerNode | FAnimNode_SequencePlayer_Standalone | Embedded standalone player to play sequence. | BlendStack/AnimNode_BlendStack.h |
|
| StoredAttributes | UE::Anim::FHeapAttributeContainer | BlendStack/AnimNode_BlendStack.h | ||
| StoredBoneContainer | FBoneContainer | We need to store the bone container, in case we have a LOD swap during a blend that uses the stored pose. | BlendStack/AnimNode_BlendStack.h | |
| StoredBones | TArray< FTransform > | If SequencePlayerNode.GetSequence() and BlendSpacePlayerNode.GetBlendSpace() are nullptr, instead of using SequencePlayerNode or BlendSpacePlayerNode (wrapped in MirrorNode), the output FPoseContext will be from StoredBones, StoredCurve, StoredAttributes NoTe: we don't need a full FCompactHeapPose, since we use StoredBoneContainer to cache the bone container | BlendStack/AnimNode_BlendStack.h | |
| StoredCurve | FBlendedHeapCurve | BlendStack/AnimNode_BlendStack.h | ||
| TimeToActivation | float | BlendStack/AnimNode_BlendStack.h | ||
| TotalBlendInTime | float | BlendStack/AnimNode_BlendStack.h | ||
| TotalBlendInTimePerBone | TCustomBoneIndexArray< float, FSkeletonPoseBoneIndex > | BlendStack/AnimNode_BlendStack.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Evaluate_AnyThread
(
FPoseContext& Output |
BlendStack/AnimNode_BlendStack.h | ||
float GetAccumulatedTime() |
BlendStack/AnimNode_BlendStack.h | ||
UAnimationAsset * GetAnimationAsset() |
BlendStack/AnimNode_BlendStack.h | ||
FString GetAnimationName() |
BlendStack/AnimNode_BlendStack.h | ||
FAnimNode_AssetPlayerBase * GetAssetPlayerNode() |
BlendStack/AnimNode_BlendStack.h | ||
float GetBlendInPercentage() |
BlendStack/AnimNode_BlendStack.h | ||
float GetBlendInWeight() |
BlendStack/AnimNode_BlendStack.h | ||
void GetBlendInWeights
(
TArrayView< float > Weights |
Important: this method fills weight array indexed with the full skeleton indices, not the compact pose! | BlendStack/AnimNode_BlendStack.h | |
int32 GetBlendInWeightsNum() |
BlendStack/AnimNode_BlendStack.h | ||
EAlphaBlendOption GetBlendOption() |
BlendStack/AnimNode_BlendStack.h | ||
FVector GetBlendParameters() |
BlendStack/AnimNode_BlendStack.h | ||
float GetCurrentAssetLength() |
BlendStack/AnimNode_BlendStack.h | ||
float GetCurrentAssetTime() |
BlendStack/AnimNode_BlendStack.h | ||
float GetCurrentBlendInTime() |
BlendStack/AnimNode_BlendStack.h | ||
FColor GetDebugColor() |
BlendStack/AnimNode_BlendStack.h | ||
bool GetMirror() |
BlendStack/AnimNode_BlendStack.h | ||
FAnimNode_Mirror_Standalone & GetMirrorNode() |
BlendStack/AnimNode_BlendStack.h | ||
float GetPlayRate() |
BlendStack/AnimNode_BlendStack.h | ||
int32 GetPoseLinkIndex() |
BlendStack/AnimNode_BlendStack.h | ||
float GetTimeToActivation() |
BlendStack/AnimNode_BlendStack.h | ||
float GetTotalBlendInTime() |
BlendStack/AnimNode_BlendStack.h | ||
bool HasValidPoseContext() |
BlendStack/AnimNode_BlendStack.h | ||
void Initialize
(
const FAnimationInitializeContext& Context, |
BlendStack/AnimNode_BlendStack.h | ||
bool IsActive() |
BlendStack/AnimNode_BlendStack.h | ||
bool IsLooping() |
BlendStack/AnimNode_BlendStack.h | ||
void MovePoseContextTo
(
FBlendStackAnimPlayer& Other |
BlendStack/AnimNode_BlendStack.h | ||
void RestorePoseContext
(
FPoseContext& PoseContext |
BlendStack/AnimNode_BlendStack.h | ||
void SetBlendParameters
(
const FVector& BlendParameters |
BlendStack/AnimNode_BlendStack.h | ||
void StorePoseContext
(
const FPoseContext& PoseContext |
BlendStack/AnimNode_BlendStack.h | ||
void Update_AnyThread
(
const FAnimationUpdateContext& Context |
BlendStack/AnimNode_BlendStack.h | ||
void UpdatePlayRate
(
float PlayRate |
BlendStack/AnimNode_BlendStack.h | ||
void UpdateSourceLinkNode() |
BlendStack/AnimNode_BlendStack.h | ||
void UpdateWithDeltaTime
(
float DeltaTime, |
BlendStack/AnimNode_BlendStack.h |