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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintCore
- UBlueprint
- UAnimBlueprint
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimBlueprint.h |
Include | #include "Animation/AnimBlueprint.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI)
class UAnimBlueprint :
public UBlueprint ,
public IInterface_PreviewMeshProvider
Remarks
An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. It can perform blending of animations, directly control the bones of the skeleton, and output a final pose for a Skeletal Mesh each frame.
Variables
Type | Name | Description | |
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uint8: 1 | bEnableLinkedAnimLayerInstanceSharing | If true, linked animation layers will be instantiated only once per AnimClass instead of once per AnimInstance, AnimClass and AnimGroup. |
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bool | bIsTemplate | This is an anim blueprint that acts as a set of template functionality without being tied to a specific skeleton. |
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bool | bUseMultiThreadedAnimationUpdate | Allows this anim Blueprint to update its native update, blend tree, montages and asset players on a worker thread. |
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bool | bWarnAboutBlueprintUsage | Selecting this option will cause the compiler to emit warnings whenever a call into Blueprint is made from the animation graph. |
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TArray< FAnimGroupInfo > | Groups | List of animation sync groups. |
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FOnOverrideChangedMulticaster | OnOverrideChanged | Broadcast when an override is changed, allowing derived blueprints to be updated. |
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TArray< FAnimParentNodeAssetOverride > | ParentAssetOverrides | Array of overrides to asset containing nodes in the parent that have been overridden. |
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TArray< TObjectPtr< UPoseWatch > > | PoseWatches | |
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TArray< TObjectPtr< UPoseWatchFolder > > | PoseWatchFolders | Array of active pose watches (pose watches allows us to see the bone pose at a particular point of the anim graph and control debug draw for unselected anim nodes). |
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TObjectPtr< USkeleton > | TargetSkeleton | This is the target skeleton asset for anim instances created from this blueprint; all animations referenced by the BP should be compatible with this skeleton. |
Constructors
Type | Name | Description | |
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UAnimBlueprint
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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int32 | FindOrAddGroup
(
FName GroupName |
Finds the index of the specified group, or creates a new entry for it (unless the name is NAME_None, which will return INDEX_NONE) |
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UAnimBlueprint * | FindRootAnimBlueprint
(
const UAnimBlueprint* DerivedBlueprint |
Returns the most base anim blueprint for a given blueprint (if it is inherited from another anim blueprint, returning null if only native / non-anim BP classes are it's parent) |
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UAnimBlueprintGeneratedClass * | ||
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UAnimBlueprintGeneratedClass * | ||
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FAnimParentNodeAssetOverride * | GetAssetOverrideForNode
(
FGuid NodeGuid, |
Inspects the hierarchy and looks for an override for the requested node GUID |
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bool | GetAssetOverrides
(
TArray< FAnimParentNodeAssetOverride* >& OutOverrides |
Inspects the hierarchy and builds a list of all asset overrides for this blueprint. |
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FAnimBlueprintDebugData * | GetDebugData () |
Get the debug data for this anim BP |
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UClass * | Get the default binding type that any new nodes will use when created. | |
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UAnimBlueprint * | GetParentAnimBlueprint
(
const UAnimBlueprint* DerivedBlueprint |
Returns the parent anim blueprint for a given blueprint (if it is inherited from another anim blueprint, returning null if only native / non-anim BP classes are it's parent) |
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UAnimBlueprint * | ||
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EPreviewAnimationBlueprintApplicationMethod | ||
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FName | ||
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bool | IsCompatible
(
const UAnimBlueprint* InAnimBlueprint |
Check if the anim BP is compatible with this one (for linked instancing). |
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bool | IsCompatibleByAssetString
(
const FString& InSkeletonAsset, |
Check if the asset path of a skeleton, template and interface flags are compatible with this anim blueprint (for linked instancing) |
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bool | IsObjectBeingDebugged
(
const UObject* AnimInstance |
Check if the anim instance is the active debug object for this anim BP |
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void | NotifyOverrideChange
(
FAnimParentNodeAssetOverride& Override |
|
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FOnGraphRenamedEvent & | ||
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void | RegisterOnOverrideChanged
(
const FOnOverrideChanged& Delegate |
|
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void | Queue a refresh of the set of anim blueprint extensions that this anim blueprint hosts. | |
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void | SetPreviewAnimationBlueprint
(
UAnimBlueprint* InPreviewAnimationBlueprint |
Preview anim blueprint support |
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void | ||
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void | SetPreviewAnimationBlueprintTag
(
FName InTag |
|
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void | UnregisterOnOverrideChanged
(
SWidget* Widget |
Overridden from UBlueprint
Type | Name | Description | |
---|---|---|---|
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bool | AllowFunctionOverride
(
const UFunction*const InFunction |
Returns true if this blueprints allows the given function to be overridden |
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bool | Some Blueprints (and classes) can recompile while we are debugging a live session (play in editor). | |
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bool | FindDiffs
(
const UBlueprint* OtherBlueprint, |
Fills in a list of differences between this blueprint and another blueprint. |
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UClass * | Gets the class generated when this blueprint is compiled. | |
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void | GetInstanceActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Allow each blueprint instance to add specific UBlueprintNodeSpawners pertaining to the sub-class type. |
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void | GetTypeActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Allow each blueprint type (AnimBlueprint or ControlRigBlueprint) to add specific UBlueprintNodeSpawners pertaining to the sub-class type. |
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bool | Whether or not this blueprint can be considered for a bytecode only compile | |
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void | NotifyGraphRenamed
(
UEdGraph* Graph, |
Notify the blueprint when a graph is renamed to allow for additional fixups. |
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void | SetObjectBeingDebugged
(
UObject* NewObject |
Sets the current object being debugged |
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bool | Should the generic blueprint factory work for this blueprint? | |
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bool | Returns true if this blueprint supports animation layers | |
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bool | Returns true if this blueprint supports delegates | |
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bool | Returns true if this blueprint supports event graphs | |
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bool | ||
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bool | Returns true if this blueprint supports macros |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from IInterface_PreviewMeshProvider
Type | Name | Description | |
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USkeletalMesh * | Get the preview mesh for this asset | |
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USkeletalMesh * | GetPreviewMesh
(
bool bFindIfNotSet |
Get the preview mesh for this asset, non const. |
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void | SetPreviewMesh
(
USkeletalMesh* PreviewMesh, |
IInterface_PreviewMeshProvider interface |
Classes
Type | Name | Description | |
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FOnGraphRenamedEvent | Event that is broadcast to inform observers that the node title has changed The default SAnimationGraphNode uses this to invalidate cached node title text |
Typedefs
Name | Description |
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FOnOverrideChanged | |
FOnOverrideChangedMulticaster |