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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.
| Name | FAnimNode_Slot |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h |
| Include Path | #include "AnimNodes/AnimNode_Slot.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_Slot : public FAnimNode_Base
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_Slot
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_Slot() |
AnimNodes/AnimNode_Slot.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAlwaysUpdateSourcePose | bool | Whether we should continue to update the source pose regardless of whether it would be used. | AnimNodes/AnimNode_Slot.h |
|
| SlotName | FName | The name of this slot, exposed to gameplay code, etc... | AnimNodes/AnimNode_Slot.h |
|
| Source | FPoseLink | The source input, passed thru to the output unless a montage or slot animation is currently playing. | AnimNodes/AnimNode_Slot.h |
|
Functions
Public
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
AnimNodes/AnimNode_Slot.h | ||
virtual void Evaluate_AnyThread
(
FPoseContext& Output |
AnimNodes/AnimNode_Slot.h | ||
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
AnimNodes/AnimNode_Slot.h | ||
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
AnimNodes/AnimNode_Slot.h | ||
virtual void Update_AnyThread
(
const FAnimationUpdateContext& Context |
AnimNodes/AnimNode_Slot.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEvaluateSourcePose
(
FPoseContext& SourceContext |
AnimNodes/AnimNode_Slot.h |