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API > API/Runtime > API/Runtime/Engine > API/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 | |
|---|---|---|---|
| uint8: 1 | bEnableLinkedAnimLayerInstanceSharing | If true, linked animation layers will be instantiated only once per AnimClass instead of once per AnimInstance, AnimClass and AnimGroup. | |
| bool | bIsTemplate | This is an anim blueprint that acts as a set of template functionality without being tied to a specific skeleton. | |
| bool | bUseMultiThreadedAnimationUpdate | Allows this anim Blueprint to update its native update, blend tree, montages and asset players on a worker thread. | |
| bool | bWarnAboutBlueprintUsage | Selecting this option will cause the compiler to emit warnings whenever a call into Blueprint is made from the animation graph. | |
| TArray< FAnimGroupInfo > | Groups | List of animation sync groups. | |
| FOnOverrideChangedMulticaster | OnOverrideChanged | Broadcast when an override is changed, allowing derived blueprints to be updated. | |
| TArray< FAnimParentNodeAssetOverride > | ParentAssetOverrides | Array of overrides to asset containing nodes in the parent that have been overridden. | |
| TArray< TObjectPtr< UPoseWatch > > | PoseWatches | ||
| 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). | |
| 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 | |
|---|---|---|---|
UAnimBlueprint
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| 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) | |
| 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) | |
| UAnimBlueprintGeneratedClass * | |||
| UAnimBlueprintGeneratedClass * | |||
| FAnimParentNodeAssetOverride * | GetAssetOverrideForNode
(
FGuid NodeGuid, |
Inspects the hierarchy and looks for an override for the requested node GUID | |
| bool | GetAssetOverrides
(
TArray< FAnimParentNodeAssetOverride* >& OutOverrides |
Inspects the hierarchy and builds a list of all asset overrides for this blueprint. | |
| FAnimBlueprintDebugData * | GetDebugData () |
Get the debug data for this anim BP | |
| UClass * | Get the default binding type that any new nodes will use when created. | ||
| 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) | |
| UAnimBlueprint * | |||
| EPreviewAnimationBlueprintApplicationMethod | |||
| FName | |||
| bool | IsCompatible
(
const UAnimBlueprint* InAnimBlueprint |
Check if the anim BP is compatible with this one (for linked instancing). | |
| 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) | |
| bool | IsObjectBeingDebugged
(
const UObject* AnimInstance |
Check if the anim instance is the active debug object for this anim BP | |
| void | NotifyOverrideChange
(
FAnimParentNodeAssetOverride& Override |
||
| FOnGraphRenamedEvent & | |||
| void | RegisterOnOverrideChanged
(
const FOnOverrideChanged& Delegate |
||
| void | Queue a refresh of the set of anim blueprint extensions that this anim blueprint hosts. | ||
| void | SetPreviewAnimationBlueprint
(
UAnimBlueprint* InPreviewAnimationBlueprint |
Preview anim blueprint support | |
| void | |||
| void | SetPreviewAnimationBlueprintTag
(
FName InTag |
||
| void | UnregisterOnOverrideChanged
(
SWidget* Widget |
Overridden from UBlueprint
| Type | Name | Description | |
|---|---|---|---|
| bool | AllowFunctionOverride
(
const UFunction*const InFunction |
Returns true if this blueprints allows the given function to be overridden | |
| bool | Some Blueprints (and classes) can recompile while we are debugging a live session (play in editor). | ||
| bool | FindDiffs
(
const UBlueprint* OtherBlueprint, |
Fills in a list of differences between this blueprint and another blueprint. | |
| UClass * | Gets the class generated when this blueprint is compiled. | ||
| void | GetInstanceActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Allow each blueprint instance to add specific UBlueprintNodeSpawners pertaining to the sub-class type. | |
| void | GetTypeActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Allow each blueprint type (AnimBlueprint or ControlRigBlueprint) to add specific UBlueprintNodeSpawners pertaining to the sub-class type. | |
| bool | Whether or not this blueprint can be considered for a bytecode only compile | ||
| void | NotifyGraphRenamed
(
UEdGraph* Graph, |
Notify the blueprint when a graph is renamed to allow for additional fixups. | |
| void | SetObjectBeingDebugged
(
UObject* NewObject |
Sets the current object being debugged | |
| bool | Should the generic blueprint factory work for this blueprint? | ||
| bool | Returns true if this blueprint supports animation layers | ||
| bool | Returns true if this blueprint supports delegates | ||
| bool | Returns true if this blueprint supports event graphs | ||
| bool | |||
| bool | Returns true if this blueprint supports macros |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from IInterface_PreviewMeshProvider
| Type | Name | Description | |
|---|---|---|---|
| USkeletalMesh * | Get the preview mesh for this asset | ||
| USkeletalMesh * | GetPreviewMesh
(
bool bFindIfNotSet |
Get the preview mesh for this asset, non const. | |
| void | SetPreviewMesh
(
USkeletalMesh* PreviewMesh, |
IInterface_PreviewMeshProvider interface |
Classes
| Type | Name | Description | |
|---|---|---|---|
| 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 |
|---|---|
| FOnOverrideChanged | |
| FOnOverrideChangedMulticaster |