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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_ApplyAdditive
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h |
Include | #include "AnimNodes/AnimNode_ApplyAdditive.h" |
Syntax
struct FAnimNode_ApplyAdditive : public FAnimNode_Base
Variables
Type | Name | Description | |
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float | ActualAlpha | |
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FPoseLink | Additive | |
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float | Alpha | |
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FInputAlphaBoolBlend | AlphaBoolBlend | |
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FName | AlphaCurveName | |
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EAnimAlphaInputType | AlphaInputType | |
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FInputScaleBias | AlphaScaleBias | |
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FInputScaleBiasClamp | AlphaScaleBiasClamp | |
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bool | bAlphaBoolEnabled | |
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FPoseLink | Base | |
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int32 | LODThreshold | Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited |
Constructors
Type | Name | Description | |
---|---|---|---|
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Overridden from FAnimNode_Base
Type | Name | Description | |
---|---|---|---|
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void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). |
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void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). |
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void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. |
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int32 | Get the LOD threshold at which this node is enabled. | |
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |
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void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |