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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_ApplyMeshSpaceAdditive
- FAnimNode_AssetPlayerRelevancyBase
- FAnimNode_AssetPlayerBase
- FAnimNode_SequencePlayerBase
- FAnimNode_SequencePlayer
- FAnimNode_SequencePlayer_Standalone
- FAnimNode_ConvertComponentToLocalSpace
- FAnimNode_ConvertLocalToComponentSpace
- FAnimNode_CustomProperty
- FAnimNode_IKRig
- FAnimNode_LinkedAnimGraph
- FAnimNode_LinkedAnimLayer
- FAnimNode_DeadBlending
- FAnimNode_Inertialization
- FAnimNode_LinkedInputPose
- FAnimNode_PreviewRetargetPose
- FAnimNode_RetargetPoseFromMesh
- FAnimNode_RigLogic
- FAnimNode_Root
- FAnimNode_StateResult
- FAnimNode_SaveCachedPose
- FAnimNode_SingleNode
- FAnimNode_StateMachine
- FAnimNode_TransitionPoseEvaluator
- FAnimNode_TransitionResult
- FAnimNode_UseCachedPose
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNodeBase.h |
Include | #include "Animation/AnimNodeBase.h" |
Syntax
USTRUCT ()
struct FAnimNode_Base
Remarks
This is the base of all runtime animation nodes
To create a new animation node: Create a struct derived from FAnimNode_Base - this is your runtime node Create a class derived from UAnimGraphNode_Base, containing an instance of your runtime node as a member - this is your visual/editor-only node
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). |
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bool | Whether this node can run its Update() call on a worker thread. | |
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void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). |
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void | Called to evaluate component-space bone transforms according to the weights set up in Update(). | |
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void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. |
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const IAnimClassInterface * | Get the anim class that this node is hosted within. | |
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const DataType & | GetData
(
UE::Anim::FNodeDataId InId, |
Get anim node constant/folded data of the specified type given the identifier. Do not use directly - use GET_ANIM_NODE_DATA. |
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const FExposedValueHandler & | The default handler for graph-exposed inputs: | |
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DataType * | GetInstanceDataPtr
(
UE::Anim::FNodeDataId InId, |
Get anim node mutable data of the specified type given the identifier. |
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int32 | Get the LOD level at which this node is enabled. | |
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DataType & | GetMutableData
(
UE::Anim::FNodeDataId InId, |
Get anim node constant/folded data of the specified type given the identifier. |
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int32 | GetNodeIndex () |
Get this node's index. The node index provides a unique key into its location within the class data. |
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bool | HasPreUpdate () |
Override this to indicate that PreUpdate() should be called on the game thread (usually to gather non-thread safe data) before Update() is called. |
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |
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bool | IsLODEnabled
(
FAnimInstanceProxy* AnimInstanceProxy |
Return true if enabled, otherwise, return false. |
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bool | For nodes that implement some kind of simulation, return true here so ResetDynamics() gets called when things like teleports, time skips etc. | |
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bool | For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. | |
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void | OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
Called once, from game thread as the parent anim instance is created |
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void | OnUpdatesSkipped
(
TArrayView< const FAnimationUpdateContext* > SkippedUpdateContexts |
|
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void | OverrideAsset
(
UAnimationAsset* NewAsset |
|
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void | PostCompile
(
const USkeleton* InSkeleton |
Called after compilation |
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void | PreUpdate
(
const UAnimInstance* InAnimInstance |
Override this to perform game-thread work prior to non-game thread Update() being called |
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void | Deprecated functions | |
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void | ResetDynamics
(
ETeleportType InTeleportType |
Called to help dynamics-based updates to recover correctly from large movements/teleports |
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void | SetExposedValueHandler
(
const FExposedValueHandler* Handler |
Initialization function for the default handler for graph-exposed inputs, used only by instancing code: |
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void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |
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bool |