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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation > API/Runtime/Engine/Animation/FAnimNode_Base
- FAnimNode_Base::Initialize_AnyThread()
- FAnimNode_ApplyMeshSpaceAdditive::Initialize_AnyThread()
- FAnimNode_AssetPlayerBase::Initialize_AnyThread()
- FAnimNode_SequencePlayerBase::Initialize_AnyThread()
- FAnimNode_ConvertComponentToLocalSpace::Initialize_AnyThread()
- FAnimNode_ConvertLocalToComponentSpace::Initialize_AnyThread()
- FAnimNode_DeadBlending::Initialize_AnyThread()
- FAnimNode_LinkedAnimGraph::Initialize_AnyThread()
- FAnimNode_Root::Initialize_AnyThread()
- FAnimNode_SaveCachedPose::Initialize_AnyThread()
- FAnimNode_SequencePlayerBase::Initialize_AnyThread()
- FAnimNode_StateMachine::Initialize_AnyThread()
- FAnimNode_TransitionPoseEvaluator::Initialize_AnyThread()
- FAnimNode_TransitionResult::Initialize_AnyThread()
- FAnimNode_UseCachedPose::Initialize_AnyThread()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNodeBase.h |
| Include | #include "Animation/AnimNodeBase.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Animation/AnimNodeBase.cpp |
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext & Context
)
Remarks
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
Parameters
| Name | Description |
|---|---|
| Context | Context structure providing access to relevant data |