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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_AssetPlayerRelevancyBase
- FAnimNode_AssetPlayerBase
- FAnimNode_BlendSpacePlayerBase
- FAnimNode_BlendSpacePlayer
- FAnimNode_AimOffsetLookAt
- FAnimNode_BlendSpaceEvaluator
- FAnimNode_RotationOffsetBlendSpace
- FAnimNode_BlendSpacePlayer_Standalone
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h |
Include | #include "AnimNodes/AnimNode_BlendSpacePlayer.h" |
Syntax
struct FAnimNode_BlendSpacePlayerBase : public FAnimNode_AssetPlayerBase
Variables
Type | Name | Description | |
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FBlendFilter | BlendFilter | Filter used to dampen coordinate changes. |
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TArray< FBlendSampleData > | BlendSampleDataCache | Cache of samples used to determine blend weights. |
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int32 | CachedTriangulationIndex | Previous position in the triangulation/segmentation |
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TObjectPtr< UBlendSpace > | PreviousBlendSpace |
Functions
Type | Name | Description | |
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UBlendSpace * | Get the blendspace asset to play. | |
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FVector | ||
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float | GetPlayRate () |
Get the play rate multiplier. Can be negative, which will cause the animation to play in reverse. |
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FVector | GetPosition () |
Get the coordinates that are currently being sampled by the blendspace. |
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float | The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end. | |
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float | GetTimeFromEnd
(
float CurrentTime |
Get the amount of time from the end. |
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bool | IsEvaluator () |
Indicates if we are an evaluator - i.e. will be setting the time explicitly rather than letting it play out. |
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bool | SetBlendSpace
(
UBlendSpace* InBlendSpace |
Set the blendspace asset to play. |
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bool | SetLoop
(
bool bInLoop |
Set if the animation should loop back to the start when it reaches the end? |
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bool | SetPlayRate
(
float InPlayRate |
Set the play rate multiplier. Can be negative, which will cause the animation to play in reverse. |
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bool | SetPosition
(
FVector InPosition |
Set the coordinates that are currently being sampled by the blendspace. |
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bool | SetResetPlayTimeWhenBlendSpaceChanges
(
bool bReset |
Set whether we should reset the current play time when the blend space changes. |
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bool | Get whether we should reset the current play time when the blend space changes. | |
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bool | An evaluator will be setting the play rate to zero and setting the time explicitly. ShouldTeleportToTime indicates whether we should jump to that time, or move to it playing out root motion and events etc. | |
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void | SnapToPosition
(
const FVector& NewPosition |
Forces the Position to the specified value. |
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void | UpdateInternal
(
const FAnimationUpdateContext& Context |
Overridden from FAnimNode_AssetPlayerBase
Type | Name | Description | |
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void | UpdateAssetPlayer
(
const FAnimationUpdateContext& Context |
Update method for the asset player, to be implemented by derived classes |
Overridden from FAnimNode_AssetPlayerRelevancyBase
Type | Name | Description | |
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UAnimationAsset * | GetAnimAsset () |
Get the animation asset associated with the node, derived classes should implement this |
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float | Functions to report data to getters, this is required for all asset players (but can't be pure abstract because of struct instantiation generated code). | |
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float | ||
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float |
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 |
Initialize function for setup purposes |
Deprecated Functions
Type | Name | Description | |
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bool | GetLoop () |
Please use IsLooping instead. |