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This structure represents animation-related debugging information for an entire AnimBlueprint (general debug information for the event graph, etc... is still contained in a FBlueprintDebugData structure)
| Name | FAnimBlueprintDebugData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimBlueprintGeneratedClass.h |
| Include Path | #include "Animation/AnimBlueprintGeneratedClass.h" |
Syntax
USTRUCT ()
struct FAnimBlueprintDebugData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimBlueprintDebugData() |
Animation/AnimBlueprintGeneratedClass.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FAnimBlueprintDebugData() |
Animation/AnimBlueprintGeneratedClass.h |
Structs
| Name | Remarks |
|---|---|
| FBlendSpacePlayerRecord | Record of a blend space player's state. |
| FNodeValue | Values output by nodes. |
| FSequencePlayerRecord | Record of a sequence player's state. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FAttributeRecord | FAnimBlueprintDebugData_AttributeRecord | Record of attribute transfer between nodes. | Animation/AnimBlueprintGeneratedClass.h |
| FNodeVisit | FAnimBlueprintDebugData_NodeVisit | Node visit structure. | Animation/AnimBlueprintGeneratedClass.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimNodePoseWatch | TArray< FAnimNodePoseWatch > | Active pose watches to track. | Animation/AnimBlueprintGeneratedClass.h | |
| BlendSpacePlayerRecordsThisFrame | TArray< FBlendSpacePlayerRecord > | All blend space player records this frame. | Animation/AnimBlueprintGeneratedClass.h | |
| GraphPinToFoldedPropertyMap | TMap< FEdGraphPinReference, FProperty * > | Mapping from graph pins to their folded properties. | Animation/AnimBlueprintGeneratedClass.h | |
| NodeAttributes | TMap< TWeakObjectPtr< const UAnimGraphNode_Base >, TArray< FName > > | Map from animation node to attributes. | Animation/AnimBlueprintGeneratedClass.h | |
| NodeGuidToIndexMap | TMap< FGuid, int32 > | Map from animation node GUID to property index. | Animation/AnimBlueprintGeneratedClass.h | |
| NodeInputAttributesThisFrame | TMap< int32, TArray< FAttributeRecord > > | History of node attributes that are output from and input to nodes. | Animation/AnimBlueprintGeneratedClass.h | |
| NodeOutputAttributesThisFrame | TMap< int32, TArray< FAttributeRecord > > | Animation/AnimBlueprintGeneratedClass.h | ||
| NodePropertyIndexToNodeMap | TMap< int32, TWeakObjectPtr< const UEdGraphNode > > | Map from node property index to source editor node. | Animation/AnimBlueprintGeneratedClass.h | |
| NodePropertyToIndexMap | TMap< TWeakObjectPtr< const UAnimGraphNode_Base >, int32 > | Map from animation node to their property index. | Animation/AnimBlueprintGeneratedClass.h | |
| NodeSyncsThisFrame | TMap< int32, FName > | History of node syncs - maps from player node index to graph-determined group name. | Animation/AnimBlueprintGeneratedClass.h | |
| NodeValuesThisFrame | TArray< FNodeValue > | Values output by nodes. | Animation/AnimBlueprintGeneratedClass.h | |
| SequencePlayerRecordsThisFrame | TArray< FSequencePlayerRecord > | All sequence player records this frame. | Animation/AnimBlueprintGeneratedClass.h | |
| SnapshotBuffer | TSimpleRingBuffer< FAnimationFrameSnapshot > * | History of snapshots of animation data. | Animation/AnimBlueprintGeneratedClass.h | |
| SnapshotIndex | int32 | Index of snapshot. | Animation/AnimBlueprintGeneratedClass.h | |
| StateData | TArray< FStateMachineStateDebugData > | The debug data for each state machine state. | Animation/AnimBlueprintGeneratedClass.h | |
| StateGraphToNodeMap | TMap< TWeakObjectPtr< const UEdGraph >, TWeakObjectPtr< UAnimStateNode > > | Map from state graphs to their node. | Animation/AnimBlueprintGeneratedClass.h | |
| StateMachineDebugData | TMap< TWeakObjectPtr< const UEdGraph >, FStateMachineDebugData > | Map from state machine graphs to their corresponding debug data. | Animation/AnimBlueprintGeneratedClass.h | |
| TransitionBlendGraphToNodeMap | TMap< TWeakObjectPtr< const UEdGraph >, TWeakObjectPtr< UAnimStateTransitionNode > > | Map from custom transition blend graphs to their node. | Animation/AnimBlueprintGeneratedClass.h | |
| TransitionGraphToNodeMap | TMap< TWeakObjectPtr< const UEdGraph >, TWeakObjectPtr< UAnimStateTransitionNode > > | Map from transition graphs to their node. | Animation/AnimBlueprintGeneratedClass.h | |
| UpdatedNodesThisFrame | TArray< FNodeVisit > | History of activated nodes. | Animation/AnimBlueprintGeneratedClass.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddPoseWatch
(
int32 NodeID, |
Animation/AnimBlueprintGeneratedClass.h | ||
void DisableAllPoseWatches() |
Animation/AnimBlueprintGeneratedClass.h | ||
void ForEachActiveVisiblePoseWatchPoseElement
(
const TFunctionRef< void(FAnimNodePoseWatch&)>& InFunction |
Animation/AnimBlueprintGeneratedClass.h | ||
TArrayView< const FName > GetNodeAttributes
(
TWeakObjectPtr< UAnimGraphNode_Base > InAnimGraphNode |
Animation/AnimBlueprintGeneratedClass.h | ||
int32 GetSnapshotLengthInFrames() |
Animation/AnimBlueprintGeneratedClass.h | ||
float GetSnapshotLengthInSeconds() |
Animation/AnimBlueprintGeneratedClass.h | ||
bool IsReplayingSnapshot() |
Animation/AnimBlueprintGeneratedClass.h | ||
void RecordBlendSpacePlayer
(
int32 InNodeID, |
Animation/AnimBlueprintGeneratedClass.h | ||
void RecordNodeAttribute
(
int32 TargetNodeIndex, |
Animation/AnimBlueprintGeneratedClass.h | ||
| Animation/AnimBlueprintGeneratedClass.h | |||
void RecordNodeSync
(
int32 InSourceNodeIndex, |
Animation/AnimBlueprintGeneratedClass.h | ||
| Animation/AnimBlueprintGeneratedClass.h | |||
void RecordNodeValue
(
int32 InNodeID, |
Animation/AnimBlueprintGeneratedClass.h | ||
void RecordNodeVisit
(
int32 TargetNodeIndex, |
Animation/AnimBlueprintGeneratedClass.h | ||
void RecordNodeVisitArray
(
const TArray< FNodeVisit >& Nodes |
Animation/AnimBlueprintGeneratedClass.h | ||
void RecordSequencePlayer
(
int32 InNodeID, |
Animation/AnimBlueprintGeneratedClass.h | ||
void RecordStateData
(
int32 StateMachineIndex, |
Animation/AnimBlueprintGeneratedClass.h | ||
void RemovePoseWatch
(
int32 NodeID |
Animation/AnimBlueprintGeneratedClass.h | ||
void ResetNodeVisitSites() |
Animation/AnimBlueprintGeneratedClass.h | ||
void ResetSnapshotBuffer() |
Animation/AnimBlueprintGeneratedClass.h | ||
void SetSnapshotIndex
(
UAnimInstance* Instance, |
Animation/AnimBlueprintGeneratedClass.h | ||
void SetSnapshotIndexByTime
(
UAnimInstance* Instance, |
Animation/AnimBlueprintGeneratedClass.h | ||
void TakeSnapshot
(
UAnimInstance* Instance |
Animation/AnimBlueprintGeneratedClass.h |