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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- FPoseLinkBase
- FComponentSpacePoseLink
- FPoseLink
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNodeBase.h |
Include | #include "Animation/AnimNodeBase.h" |
Syntax
struct FPoseLinkBase
Remarks
A pose link to another node
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bProcessed | Flag to prevent reentry when dealing with circular trees. |
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FAnimNode_Base * | LinkedNode | The non serialized node pointer. |
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int32 | LinkID | Serialized link ID, used to build the non-serialized pointer map. |
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int32 | SourceLinkID | The source link ID, used for debug visualization. |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | AttemptRelink
(
const FAnimationBaseContext& Context |
Try to re-establish the linked node pointer. |
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void | CacheBones
(
const FAnimationCacheBonesContext& Context |
|
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void | GatherDebugData
(
FNodeDebugData& DebugData |
|
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FAnimNode_Base * | GetLinkNode () |
This only used by custom handlers, and it is advanced feature. |
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void | Initialize
(
const FAnimationInitializeContext& Context |
|
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void | SetDynamicLinkNode
(
FPoseLinkBase* InPoseLink |
This only used when dynamic linking other graphs to this one. |
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void | SetLinkNode
(
FAnimNode_Base* NewLinkNode |
This only used by custom handlers, and it is advanced feature. |
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void | Update
(
const FAnimationUpdateContext& Context |