Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_TransitionResult
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_TransitionResult.h |
| Include | #include "Animation/AnimNode_TransitionResult.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_TransitionResult : public FAnimNode_Base
Remarks
Root node of a state machine transition graph.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bCanEnterTransition | ||
| FCanTakeTransition | NativeTransitionDelegate | Native delegate to use when checking transition |
Constructors
| Type | Name | Description | |
|---|---|---|---|
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. | |
| void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |