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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > AnimNodes
Inheritance Hierarchy
- FAnimNode_AssetPlayerBase
- FAnimNode_PoseHandler
- FAnimNode_PoseBlendNode
- FAnimNode_PoseByName
- FAnimNode_PoseDriver
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h |
Include | #include "AnimNodes/AnimNode_PoseHandler.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_PoseHandler : public FAnimNode_AssetPlayerBase
Remarks
Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence.
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< float > | BoneBlendWeights | Weight to blend pose per joint - has to be cached whenever cache bones for LOD note this is for mesh bone |
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TWeakObjectPtr< UPoseAsset > | CurrentPoseAsset | |
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TObjectPtr< UPoseAsset > | PoseAsset | The animation sequence asset to evaluate. |
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FAnimExtractContext | PoseExtractContext |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | CacheBoneBlendWeights
(
FAnimInstanceProxy* InstanceProxy |
Cache bone blend weights - called when pose asset changes |
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void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
|
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void | GatherDebugData
(
FNodeDebugData& DebugData |
|
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float | ||
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UAnimationAsset * | GetAnimAsset () |
|
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float | ||
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float | ||
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
|
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void | Called after CurrentPoseAsset is changed. | |
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void | RebuildPoseList
(
const FBoneContainer& InBoneContainer, |
Rebuild pose list |
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void | SetAccumulatedTime
(
float NewTime |
|
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void | SetPoseAsset
(
UPoseAsset* InPoseAsset |
Set the pose asset to use for this node. |
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void | UpdateAssetPlayer
(
const FAnimationUpdateContext& Context |