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Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets.
| Name | FAnimNode_LayeredBoneBlend |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h |
| Include Path | #include "AnimNodes/AnimNode_LayeredBoneBlend.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_LayeredBoneBlend : public FAnimNode_Base
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_LayeredBoneBlend
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_LayeredBoneBlend() |
AnimNodes/AnimNode_LayeredBoneBlend.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BasePose | FPoseLink | The source pose | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| bBlendRootMotionBasedOnRootBone | bool | Whether to incorporate the per-bone blend weight of the root bone when lending root motion | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| bHasRelevantPoses | bool | AnimNodes/AnimNode_LayeredBoneBlend.h | ||
| BlendMasks | TArray< TObjectPtr< UBlendProfile > > | The blend masks to use for our layer inputs. | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| BlendMode | ELayeredBoneBlendMode | Whether to use branch filters or a blend mask to specify an input pose per-bone influence | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| BlendPoses | TArray< FPoseLink > | Each layer's blended pose | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| BlendWeights | TArray< float > | The weights of each layer | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| bMeshSpaceRotationBlend | bool | Whether to blend bone rotations in mesh space or in local space | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| bMeshSpaceScaleBlend | bool | Whether to blend bone scales in mesh space or in local space | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| bRootSpaceRotationBlend | bool | Whether to blend bone rotations in root space or in mesh space | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| CurveBlendOption | TEnumAsByte< enum ECurveBlendOption::Type > | How to blend the layers together | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| LayerSetup | TArray< FInputBlendPose > | Configuration for the parts of the skeleton to blend for each layer. | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
| LODThreshold | int32 | Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited | AnimNodes/AnimNode_LayeredBoneBlend.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddPose() |
AnimNodes/AnimNode_LayeredBoneBlend.h | ||
void InvalidateCachedBoneData() |
Invalidates the cached bone data so it is recalculated the next time this node is updated. | AnimNodes/AnimNode_LayeredBoneBlend.h | |
void InvalidatePerBoneBlendWeights() |
Invalidate the cached per-bone blend weights from the skeleton. | AnimNodes/AnimNode_LayeredBoneBlend.h | |
void RemovePose
(
int32 PoseIndex |
AnimNodes/AnimNode_LayeredBoneBlend.h | ||
void SetBlendMask
(
int32 InPoseIndex, |
Set the blend mask for the specified input pose. | AnimNodes/AnimNode_LayeredBoneBlend.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
AnimNodes/AnimNode_LayeredBoneBlend.h | ||
virtual void Evaluate_AnyThread
(
FPoseContext& Output |
AnimNodes/AnimNode_LayeredBoneBlend.h | ||
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
AnimNodes/AnimNode_LayeredBoneBlend.h | ||
virtual int32 GetLODThreshold() |
AnimNodes/AnimNode_LayeredBoneBlend.h | ||
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
AnimNodes/AnimNode_LayeredBoneBlend.h | ||
virtual void Update_AnyThread
(
const FAnimationUpdateContext& Context |
AnimNodes/AnimNode_LayeredBoneBlend.h |