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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_CustomProperty
- FAnimNode_LinkedAnimGraph
- FAnimNode_LinkedAnimLayer
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_LinkedAnimGraph.h |
Include | #include "Animation/AnimNode_LinkedAnimGraph.h" |
Syntax
struct FAnimNode_LinkedAnimGraph : public FAnimNode_CustomProperty
Variables
Type | Name | Description | |
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uint8: 1 | bPropagateNotifiesToLinkedInstances | Whether named notifies will be propagated from this linked instance to other instances (outer or other linked instances) |
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uint8: 1 | bReceiveNotifiesFromLinkedInstances | Whether named notifies will be received by this linked instance from other instances (outer or other linked instances) |
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int32 | CachedLinkedNodeIndex | Cached node index for our linked function. |
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TArray< FName > | InputPoseNames | List of input pose names, 1-1 with pose links about, built by the compiler |
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TArray< FPoseLink > | InputPoses | Input poses for the node, intentionally not accessible because if there's no input nodes in the target class we don't want to show these as pins |
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TSubclassOf< UAnimInstance > | InstanceClass | The class spawned for this linked instance |
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FAnimNode_Base * | LinkedRoot | The root node of the dynamically-linked graph. |
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int32 | NodeIndex | Our node index. |
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float | PendingBlendInDuration | Inertial blending duration to request next update (pulled from the new state's blend in) |
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TObjectPtr< const UBlendProfile > | PendingBlendInProfile | Optional blend profile to use during inertial blending (pulled from the new state's blend in) |
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float | PendingBlendOutDuration | Inertial blending duration to request next update (pulled from the prior state's blend out) |
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TObjectPtr< const UBlendProfile > | PendingBlendOutProfile | Optional blend profile to use during inertial blending (pulled from the prior state's blend out) |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
---|---|---|---|
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void | CacheBonesSubGraph_AnyThread
(
const FAnimationCacheBonesContext& Context |
Caches bones only for the sub graph that this node is linked to. |
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bool | CanTeardownLinkedInstance
(
const UAnimInstance* LinkedInstance |
Check if the currently linked instance can be teared down. |
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void | DynamicLink
(
UAnimInstance* InOwningAnimInstance |
Link up pose links dynamically with linked instance |
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void | DynamicUnlink
(
UAnimInstance* InOwningAnimInstance |
Break any pose links dynamically with linked instance |
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int32 | FindFunctionInputIndex
(
const FAnimBlueprintFunction& AnimBlueprintFunction, |
Helper function for finding function inputs when linking/unlinking |
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FName | Get the function name we should be linking with when we call DynamicLink/Unlink | |
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UAnimInstance * | GetDynamicLinkTarget
(
UAnimInstance* InOwningAnimInstance |
Get the dynamic link target |
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void | InitializeSubGraph_AnyThread
(
const FAnimationInitializeContext& Context |
Initializes only the sub-graph that this node is linked to. |
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void | ReinitializeLinkedAnimInstance
(
const UAnimInstance* InOwningAnimInstance, |
Re-create the linked instances for this node. |
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void | RequestBlend
(
const IAnimClassInterface* PriorAnimBPClass, |
Request a blend when the active instance changes |
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void | SetAnimClass
(
TSubclassOf< UAnimInstance > InClass, |
Dynamically set the anim class of this linked instance |
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void | TeardownInstance
(
const UAnimInstance* InOwningAnimInstance |
Shutdown the currently running instance. |
Overridden from FAnimNode_CustomProperty
Type | Name | Description | |
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UClass * | Get Target Class | |
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void | Handle object reinstancing override point. |
Overridden from FAnimNode_Base
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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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 | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. |
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |
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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, |
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 |
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void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |
Deprecated Variables
Type | Name | Description | |
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FName | Tag_DEPRECATED |