Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_TransitionPoseEvaluator
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_TransitionPoseEvaluator.h |
Include | #include "Animation/AnimNode_TransitionPoseEvaluator.h" |
Syntax
struct FAnimNode_TransitionPoseEvaluator : public FAnimNode_Base
Remarks
Animation data node for state machine transitions. Can be set to supply either the animation data from the transition source (From State) or the transition destination (To State).
Variables
Type | Name | Description | |
---|---|---|---|
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UE::Anim::FHeapAttributeContainer | CachedAttributes | |
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FGraphTraversalCounter | CachedBonesCounter | |
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FBlendedHeapCurve | CachedCurve | |
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FCompactHeapPose | CachedPose | |
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int32 | CacheFramesRemaining | |
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TEnumAsByte< EEvaluatorDataSource::Type > | DataSource | |
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TEnumAsByte< EEvaluatorMode::Mode > | EvaluatorMode | |
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int32 | FramesToCachePose |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | CachePose
(
const FPoseContext& PoseToCache |
|
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bool | ||
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bool | InputNodeNeedsUpdate
(
const FAnimationUpdateContext& Context |
|
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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. |