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Blend List by Enum, it changes based on enum input that enters.
| Name | FAnimNode_BlendListByEnum |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h |
| Include Path | #include "AnimNodes/AnimNode_BlendListByEnum.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_BlendListByEnum : public FAnimNode_BlendListBase
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_BlendListBase → FAnimNode_BlendListByEnum
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_BlendListByEnum() |
AnimNodes/AnimNode_BlendListByEnum.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveEnumValue | uint8 | The currently selected pose (as an enum value) | AnimNodes/AnimNode_BlendListByEnum.h |
|
| EnumToPoseIndex | TArray< int32 > | Mapping from enum value to BlendPose index; there will be one entry per entry in the enum; entries out of range always map to pose index 0. | AnimNodes/AnimNode_BlendListByEnum.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint8 GetActiveEnumValue() |
Get the currently selected pose (as an enum value) | AnimNodes/AnimNode_BlendListByEnum.h | |
const TArray< int32 > & GetEnumToPoseIndex() |
Get the mapping from enum value to BlendPose index; there will be one entry per entry in the enum; entries out of range always map to pose index 0. | AnimNodes/AnimNode_BlendListByEnum.h | |
void SetEnumToPoseIndex
(
const TArray< int32 >& InEnumToPoseIndex |
Set the mapping from enum value to BlendPose index. Called during compilation. | AnimNodes/AnimNode_BlendListByEnum.h |
Protected
Overridden from FAnimNode_BlendListBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 GetActiveChildIndex() |
AnimNodes/AnimNode_BlendListByEnum.h | ||
virtual FString GetNodeName
(
FNodeDebugData& DebugData |
AnimNodes/AnimNode_BlendListByEnum.h |