Navigation
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
USTRUCT (BlueprintInternalUseOnly)
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 | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
||
| void | Evaluate_AnyThread
(
FPoseContext& Output |
||
| void | GatherDebugData
(
FNodeDebugData& DebugData |
||
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
||
| void | PostEvaluateSourcePose
(
FPoseContext& SourceContext |
||
| void | Update_AnyThread
(
const FAnimationUpdateContext& Context |