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API > API/Runtime > API/Runtime/AnimGraphRuntime > API/Runtime/AnimGraphRuntime/AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_Slot
References
| Module | AnimGraphRuntime |
| Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h |
| Include | #include "AnimNodes/AnimNode_Slot.h" |
Syntax
struct FAnimNode_Slot : public FAnimNode_Base
Remarks
An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bAlwaysUpdateSourcePose | Whether we should continue to update the source pose regardless of whether it would be used. | |
| FName | SlotName | The name of this slot, exposed to gameplay code, etc... | |
| FGraphTraversalCounter | SlotNodeInitializationCounter | ||
| FPoseLink | Source | The source input, passed thru to the output unless a montage or slot animation is currently playing. | |
| FSlotNodeWeightInfo | WeightData |
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. | |
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. | |
| void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |