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API > API/Runtime > API/Runtime/AnimGraphRuntime > API/Runtime/AnimGraphRuntime/AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_PoseSnapshot
References
| Module | AnimGraphRuntime |
| Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseSnapshot.h |
| Include | #include "AnimNodes/AnimNode_PoseSnapshot.h" |
Syntax
struct FAnimNode_PoseSnapshot : public FAnimNode_Base
Remarks
Provide a snapshot pose, either from the internal named pose cache or via a supplied snapshot
Variables
| Type | Name | Description | |
|---|---|---|---|
| ESnapshotSourceMode | Mode | How to access the snapshot | |
| FPoseSnapshot | Snapshot | Snapshot to use. This should be populated at first by calling SnapshotPose | |
| FName | SnapshotName | The name of the snapshot previously stored with SavePoseSnapshot |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Overridden from FAnimNode_Base
| Type | Name | Description | |
|---|---|---|---|
| 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 () |
FAnimNode_Base interface | |
| 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. |