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Unreal Engine C++ API Reference > Runtime > Engine > Animation > FAnimNode_CustomProperty
- FAnimNode_Base::OnInitializeAnimInstance()
- FAnimNode_CustomProperty::OnInitializeAnimInstance()
- FAnimNode_ControlRig::OnInitializeAnimInstance()
- FAnimNode_LinkedAnimLayer::OnInitializeAnimInstance()
- FAnimNode_ControlRigBase::OnInitializeAnimInstance()
- FAnimNode_ControlRig::OnInitializeAnimInstance()
- FAnimNode_LinkedAnimGraph::OnInitializeAnimInstance()
- FAnimNode_LinkedAnimLayer::OnInitializeAnimInstance()
- FAnimNode_IKRig::OnInitializeAnimInstance()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_CustomProperty.h |
Include | #include "Animation/AnimNode_CustomProperty.h" |
Source | /Engine/Source/Runtime/Engine/Private/Animation/AnimNode_CustomProperty.cpp |
virtual void OnInitializeAnimInstance
&40;
const FAnimInstanceProxy &42; InProxy,
const UAnimInstance &42; InAnimInstance
&41;
Remarks
We only subscribe to the OnInitializeAnimInstance path because we need to cache our source object, so we only override these methods in editor at the moment