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API > API/Runtime > API/Runtime/Engine > API/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 | |
|---|---|---|---|
| uint8: 1 | bPropagateNotifiesToLinkedInstances | Whether named notifies will be propagated from this linked instance to other instances (outer or other linked instances) | |
| uint8: 1 | bReceiveNotifiesFromLinkedInstances | Whether named notifies will be received by this linked instance from other instances (outer or other linked instances) | |
| int32 | CachedLinkedNodeIndex | Cached node index for our linked function. | |
| TArray< FName > | InputPoseNames | List of input pose names, 1-1 with pose links about, built by the compiler | |
| 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 | |
| TSubclassOf< UAnimInstance > | InstanceClass | The class spawned for this linked instance | |
| FAnimNode_Base * | LinkedRoot | The root node of the dynamically-linked graph. | |
| int32 | NodeIndex | Our node index. | |
| float | PendingBlendInDuration | Inertial blending duration to request next update (pulled from the new state's blend in) | |
| TObjectPtr< const UBlendProfile > | PendingBlendInProfile | Optional blend profile to use during inertial blending (pulled from the new state's blend in) | |
| float | PendingBlendOutDuration | Inertial blending duration to request next update (pulled from the prior state's blend out) | |
| TObjectPtr< const UBlendProfile > | PendingBlendOutProfile | Optional blend profile to use during inertial blending (pulled from the prior state's blend out) |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBonesSubGraph_AnyThread
(
const FAnimationCacheBonesContext& Context |
Caches bones only for the sub graph that this node is linked to. | |
| bool | CanTeardownLinkedInstance
(
const UAnimInstance* LinkedInstance |
Check if the currently linked instance can be teared down. | |
| void | DynamicLink
(
UAnimInstance* InOwningAnimInstance |
Link up pose links dynamically with linked instance | |
| void | DynamicUnlink
(
UAnimInstance* InOwningAnimInstance |
Break any pose links dynamically with linked instance | |
| int32 | FindFunctionInputIndex
(
const FAnimBlueprintFunction& AnimBlueprintFunction, |
Helper function for finding function inputs when linking/unlinking | |
| FName | Get the function name we should be linking with when we call DynamicLink/Unlink | ||
| UAnimInstance * | GetDynamicLinkTarget
(
UAnimInstance* InOwningAnimInstance |
Get the dynamic link target | |
| void | InitializeSubGraph_AnyThread
(
const FAnimationInitializeContext& Context |
Initializes only the sub-graph that this node is linked to. | |
| void | ReinitializeLinkedAnimInstance
(
const UAnimInstance* InOwningAnimInstance, |
Re-create the linked instances for this node. | |
| void | RequestBlend
(
const IAnimClassInterface* PriorAnimBPClass, |
Request a blend when the active instance changes | |
| void | SetAnimClass
(
TSubclassOf< UAnimInstance > InClass, |
Dynamically set the anim class of this linked instance | |
| void | TeardownInstance
(
const UAnimInstance* InOwningAnimInstance |
Shutdown the currently running instance. |
Overridden from FAnimNode_CustomProperty
| Type | Name | Description | |
|---|---|---|---|
| UClass * | Get Target Class | ||
| void | Handle object reinstancing override point. |
Overridden from FAnimNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). | |
| void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). | |
| void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | |
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. | |
| 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. | ||
| 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 | |
| void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| FName | Tag_DEPRECATED |