Navigation
Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_AssetPlayerRelevancyBase
- 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
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 | |
---|---|---|---|
![]() |
TArray< float > | BoneBlendWeights | Weight to blend pose per joint - has to be cached whenever cache bones for LOD note this is for mesh bone |
![]() |
TWeakObjectPtr< UPoseAsset > | CurrentPoseAsset | |
![]() |
TObjectPtr< UPoseAsset > | PoseAsset | The animation sequence asset to evaluate. |
![]() |
FAnimExtractContext | PoseExtractContext |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | CacheBoneBlendWeights
(
FAnimInstanceProxy* InstanceProxy |
Cache bone blend weights - called when pose asset changes |
![]() ![]() |
void | Called after CurrentPoseAsset is changed. | |
![]() ![]() |
void | RebuildPoseList
(
const FBoneContainer& InBoneContainer, |
Rebuild pose list |
![]() |
void | SetPoseAsset
(
UPoseAsset* InPoseAsset |
Set the pose asset to use for this node. |
Overridden from FAnimNode_AssetPlayerBase
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | UpdateAssetPlayer
(
const FAnimationUpdateContext& Context |
Update method for the asset player, to be implemented by derived classes |
Overridden from FAnimNode_AssetPlayerRelevancyBase
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
float | FAnimNode_RelevantAssetPlayerBase | |
![]() ![]() ![]() |
UAnimationAsset * | GetAnimAsset () |
Get the animation asset associated with the node, derived classes should implement this |
![]() ![]() ![]() |
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). | |
![]() ![]() ![]() |
float | ||
![]() ![]() |
void | SetAccumulatedTime
(
float NewTime |
Override the currently accumulated time |
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 | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. |
![]() ![]() |
void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Initialize function for setup purposes |