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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_StateMachine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_StateMachine.h |
Include | #include "Animation/AnimNode_StateMachine.h" |
Syntax
struct FAnimNode_StateMachine : public FAnimNode_Base
Remarks
State machine node.
Variables
Type | Name | Description | |
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TArray< FAnimationActiveTransitionEntry > | ActiveTransitionArray | The set of active transitions, if there are any. |
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bool | bAllowConduitEntryStates | Allows a conduit to be used as this state machine's entry state If a valid entry state cannot be found at runtime then this will generate a reference pose! |
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bool | bCreateNotifyMetaData | Tag Notifies with meta data such as the active state and mirroring state. |
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bool | bReinitializeOnBecomingRelevant | Reinitialize the state machine if we have become relevant to the graph after not being ticked on the previous frame(s) |
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bool | bSkipFirstUpdateTransition | When the state machine becomes relevant, it is initialized into the Entry state. |
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int32 | CurrentState | The current state within the state machine. |
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float | ElapsedTime | Elapsed time since entering the current state. |
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int32 | EvaluatingTransitionIndex | Current Transition Index being evaluated. |
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TArray< FTransitionEvent > | HandledTransitionEvents | The set of transition requests handled this update. |
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int32 | MaxTransitionsPerFrame | The maximum number of transitions that can be taken by this machine 'simultaneously' in a single frame. |
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int32 | MaxTransitionsRequests | The maximum number of transition requests that can be buffered at any time. |
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TArray< FOnGraphStateChanged > | OnGraphStatesEntered | Delegates that native code can hook into to handle state entry. |
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TArray< FOnGraphStateChanged > | OnGraphStatesExited | Delegates that native code can hook into to handle state exits. |
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const FBakedAnimationStateMachine * | PRIVATE_MachineDescription | The state machine description this is an instance of. |
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TArray< FTransitionEvent > | QueuedTransitionEvents | All alive transition requests that have been queued. |
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int32 | StateMachineIndexInClass | Index into the BakedStateMachines array in the owning UAnimBlueprintGeneratedClass. |
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TArray< FPoseLink > | StatePoseLinks | The set of states in this state machine. |
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TArray< int32 > | StatesUpdated | Used during transitions to make sure we don't double tick a state if it appears multiple times. |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | CacheMachineDescription
(
IAnimClassInterface* AnimBlueprintClass |
Cache the internal machine description |
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void | Removes all queued transition requests | |
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void | ClearTransitionEvents
(
const FName& EventName |
Removes all queued transition requests with the given event name |
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void | ConditionallyCacheBonesForState
(
int32 StateIndex, |
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void | Removes all marked events that are queued | |
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const FPoseContext & | EvaluateState
(
int32 StateIndex, |
|
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void | EvaluateTransitionCustomBlend
(
FPoseContext& Output, |
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void | EvaluateTransitionStandardBlend
(
FPoseContext& Output, |
Transition type evaluation functions |
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void | EvaluateTransitionStandardBlendInternal
(
FPoseContext& Output, |
Transition type evaluation functions |
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bool | FindValidTransition
(
const FAnimationUpdateContext& Context, |
Finds the highest priority valid transition, information pass via the OutPotentialTransition variable. |
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int32 | ||
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float | ||
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FName | ||
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const FBakedAnimationStateMachine * | Tries to get the instance information for the state machine. | |
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float | GetRelevantAnimTimeRemaining
(
const FAnimationUpdateContext& Context, |
Get the time remaining in seconds for the most relevant animation in the source state. |
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float | GetRelevantAnimTimeRemaining
(
const FAnimInstanceProxy* InAnimInstanceProxy, |
Get the time remaining in seconds for the most relevant animation in the source state. |
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float | GetRelevantAnimTimeRemainingFraction
(
const FAnimationUpdateContext& Context, |
Get the time remaining as a fraction of the duration for the most relevant animation in the source state. |
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float | GetRelevantAnimTimeRemainingFraction
(
const FAnimInstanceProxy* InAnimInstanceProxy, |
Get the time remaining as a fraction of the duration for the most relevant animation in the source state. |
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const FAnimNode_AssetPlayerRelevancyBase * | GetRelevantAssetPlayerInterfaceFromState
(
const FAnimationUpdateContext& Context, |
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const FAnimNode_AssetPlayerRelevancyBase * | GetRelevantAssetPlayerInterfaceFromState
(
const FAnimInstanceProxy* InAnimInstanceProxy, |
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const int32 | GetStateIndex
(
const FBakedAnimationState& StateInfo |
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const int32 | GetStateIndex
(
FName StateName |
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const FBakedAnimationState & | GetStateInfo
(
int32 StateIndex |
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const FBakedAnimationState & | GetStateInfo () |
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float | GetStateWeight
(
int32 StateIndex |
Returns the blend weight of the specified state, as calculated by the last call to Update() |
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const FAnimationTransitionBetweenStates & | GetTransitionInfo
(
int32 TransIndex |
|
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bool | IsAConduitState
(
int32 StateIndex |
Helper function to test if a state is a conduit |
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bool | IsTransitionActive
(
int32 TransIndex |
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bool | IsValidTransitionIndex
(
int32 TransitionIndex |
|
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void | LogInertializationRequestError
(
const FAnimationUpdateContext& Context, |
|
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bool | QueryAndMarkTransitionEvent
(
const int32 TransitionIndex, |
Behaves like QueryTransitionEvent but additionally marks the event for consumption |
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bool | QueryTransitionEvent
(
const int32 TransitionIndex, |
Returns whether or not the given event transition request has been queued |
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bool | RequestTransitionEvent
(
const FTransitionEvent& InTransitionEvent |
Queues a new transition request, returns true if the transition request was successfully queued |
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void | SetState
(
const FAnimationBaseContext& Context, |
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void | SetStateInternal
(
int32 NewStateIndex |
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void | TransitionToState
(
const FAnimationUpdateContext& Context, |
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void | UpdateState
(
int32 StateIndex, |
Helper functions for calling update and evaluate on state nodes |
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void | UpdateTransitionStates
(
const FAnimationUpdateContext& Context, |
Helper function that will update the states associated with a transition. |
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. |
Deprecated Functions
Type | Name | Description | |
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const FAnimNode_AssetPlayerBase * | GetRelevantAssetPlayerFromState
(
const FAnimationUpdateContext& Context, |
Please use GetRelevantAssetPlayerInterfaceFromState |
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const FAnimNode_AssetPlayerBase * | GetRelevantAssetPlayerFromState
(
const FAnimInstanceProxy* InAnimInstanceProxy, |
Please use GetRelevantAssetPlayerInterfaceFromState |