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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_BlendListBase
- FAnimNode_BlendListByBool
- FAnimNode_BlendListByEnum
- FAnimNode_BlendListByInt
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h |
Include | #include "AnimNodes/AnimNode_BlendListBase.h" |
Syntax
struct FAnimNode_BlendListBase : public FAnimNode_Base
Remarks
Blend list node; has many children.
Variables
Type | Name | Description | |
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TArray< FPoseLink > | BlendPose | |
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bool | bResetChildOnActivation | This reinitializes the re-activated child if the child's weight was zero. |
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int32 | LastActiveChildIndex | |
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TArray< FBlendData > | PerBlendData | |
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TArray< FBlendSampleData > | PerBoneSampleData | Per-bone blending data, allocated when using blend profiles. |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddPose () |
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int32 | ||
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UBlendProfile * | Get the blend profile to use when blending, if any. | |
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const TArray< float > & | Get the array of blend times to apply to our input poses. | |
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EAlphaBlendOption | GetBlendType () |
Get the blend type we will use when blending. |
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UCurveFloat * | Get the custom blend curve to apply when blending, if any. | |
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FString | GetNodeName
(
FNodeDebugData& DebugData |
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bool | Get whether to reinitialize the child pose when re-activated. | |
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EBlendListTransitionType | Get the type of transition that this blend list will make. | |
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void | Initialize () |
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void | RemovePose
(
int32 PoseIndex |
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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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. |
Classes
Type | Name | Description | |
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FBlendData | Struct for tracking blends for each pose. |