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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_LayeredBoneBlend
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h |
Include | #include "AnimNodes/AnimNode_LayeredBoneBlend.h" |
Syntax
struct FAnimNode_LayeredBoneBlend : public FAnimNode_Base
Remarks
Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets.
Variables
Type | Name | Description | |
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FPoseLink | BasePose | The source pose |
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bool | bBlendRootMotionBasedOnRootBone | Whether to incorporate the per-bone blend weight of the root bone when lending root motion |
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bool | bHasRelevantPoses | |
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TArray< TObjectPtr< UBlendProfile > > | BlendMasks | The blend masks to use for our layer inputs. |
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ELayeredBoneBlendMode | BlendMode | Whether to use branch filters or a blend mask to specify an input pose per-bone influence |
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TArray< FPoseLink > | BlendPoses | Each layer's blended pose |
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TArray< float > | BlendWeights | The weights of each layer |
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bool | bMeshSpaceRotationBlend | Whether to blend bone rotations in mesh space or in local space |
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bool | bMeshSpaceScaleBlend | Whether to blend bone scales in mesh space or in local space |
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TArray< FPerBoneBlendWeight > | CurrentBoneBlendWeights | |
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TEnumAsByte< enum ECurveBlendOption::Type > | CurveBlendOption | How to blend the layers together |
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TBaseBlendedCurve< FDefaultAllocator, UE::Anim::FCurveElementIndexed > | CurvePoseSourceIndices | Per-curve source pose index. |
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TArray< FPerBoneBlendWeight > | DesiredBoneBlendWeights | Transient data to handle weight and target weight this array changes based on required bones |
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TArray< FInputBlendPose > | LayerSetup | Configuration for the parts of the skeleton to blend for each layer. |
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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 |
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TArray< FPerBoneBlendWeight > | PerBoneBlendWeights | Per-bone weights for the skeleton. |
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uint16 | RequiredBonesSerialNumber | Serial number of the required bones container. |
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FGuid | SkeletonGuid | Guids for skeleton used to determine whether the PerBoneBlendWeights need rebuilding. |
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FGuid | VirtualBoneGuid | Guid for virtual bones used to determine whether the PerBoneBlendWeights need rebuilding. |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddPose () |
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void | Invalidates the cached bone data so it is recalculated the next time this node is updated. | |
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void | Invalidate the cached per-bone blend weights from the skeleton. | |
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void | RemovePose
(
int32 PoseIndex |
|
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void | SetBlendMask
(
int32 InPoseIndex, |
Set the blend mask for the specified input pose. |
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. |