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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_CurveSource
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.h |
Include | #include "AnimNodes/AnimNode_CurveSource.h" |
Syntax
struct FAnimNode_CurveSource : public FAnimNode_Base
Remarks
Supply curves from some external source (e.g. audio)
Variables
Type | Name | Description | |
---|---|---|---|
float | Alpha | How much we wan to blend the curve in by | |
TScriptInterface< ICurveSourceInterface > | CurveSource | Our bound source | |
FName | SourceBinding | The binding of the curve source we want to bind to. | |
FPoseLink | SourcePose |
Constructors
Type | Name | Description | |
---|---|---|---|
Overridden from FAnimNode_Base
Type | Name | Description | |
---|---|---|---|
void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). | |
void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). | |
void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | |
bool | HasPreUpdate () |
Override this to indicate that PreUpdate() should be called on the game thread (usually to gather non-thread safe data) before Update() is called. | |
void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. | |
void | PreUpdate
(
const UAnimInstance* InAnimInstance |
Override this to perform game-thread work prior to non-game thread Update() being called | |
void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |