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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SaveCachedPose
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_SaveCachedPose.h |
Include | #include "Animation/AnimNode_SaveCachedPose.h" |
Syntax
struct FAnimNode_SaveCachedPose : public FAnimNode_Base
Variables
Type | Name | Description | |
---|---|---|---|
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FGraphTraversalCounter | CachedBonesCounter | |
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TArray< FCachedUpdateContext > | CachedUpdateContexts | |
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FName | CachePoseName | Intentionally not exposed, set by AnimBlueprintCompiler |
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FGraphTraversalCounter | EvaluationCounter | |
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float | GlobalWeight | |
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FGraphTraversalCounter | InitializationCounter | |
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FPoseLink | Pose | |
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FGraphTraversalCounter | UpdateCounter |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void |
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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void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |
Classes
Type | Name | Description | |
---|---|---|---|
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FCachedUpdateContext |