Navigation
API > API/Runtime > API/Runtime/AnimGraphRuntime
Provide a snapshot pose, either from the internal named pose cache or via a supplied snapshot
| Name | FAnimNode_PoseSnapshot |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseSnapshot.h |
| Include Path | #include "AnimNodes/AnimNode_PoseSnapshot.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_PoseSnapshot : public FAnimNode_Base
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_PoseSnapshot
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_PoseSnapshot() |
AnimNodes/AnimNode_PoseSnapshot.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Mode | ESnapshotSourceMode | How to access the snapshot | AnimNodes/AnimNode_PoseSnapshot.h |
|
| Snapshot | FPoseSnapshot | Snapshot to use. This should be populated at first by calling SnapshotPose | AnimNodes/AnimNode_PoseSnapshot.h |
|
| SnapshotName | FName | The name of the snapshot previously stored with SavePoseSnapshot | AnimNodes/AnimNode_PoseSnapshot.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MappedSourceMeshName | FName | Cached skeletal meshes we use to invalidate the bone mapping | AnimNodes/AnimNode_PoseSnapshot.h | |
| MappedTargetMeshName | FName | AnimNodes/AnimNode_PoseSnapshot.h | ||
| SourceBoneMapping | TArray< int32 > | Cache of target space bases to source space bases | AnimNodes/AnimNode_PoseSnapshot.h | |
| TargetBoneNameMesh | FName | Cached skeletal mesh we used for updating the target bone name array | AnimNodes/AnimNode_PoseSnapshot.h | |
| TargetBoneNames | TArray< FName > | Cached array of bone names for target's ref skeleton | AnimNodes/AnimNode_PoseSnapshot.h |
Functions
Public
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Evaluate_AnyThread
(
FPoseContext& Output |
AnimNodes/AnimNode_PoseSnapshot.h | ||
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
AnimNodes/AnimNode_PoseSnapshot.h | ||
virtual bool HasPreUpdate() |
FAnimNode_Base interface | AnimNodes/AnimNode_PoseSnapshot.h | |
virtual void PreUpdate
(
const UAnimInstance* InAnimInstance |
AnimNodes/AnimNode_PoseSnapshot.h | ||
virtual void Update_AnyThread
(
const FAnimationUpdateContext& Context |
AnimNodes/AnimNode_PoseSnapshot.h |