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Proxy object passed around during animation tree update in lieu of a UAnimInstance
| Name | FAnimInstanceProxy |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Animation/AnimInstanceProxy.h |
| Include Path | #include "Animation/AnimInstanceProxy.h" |
Syntax
USTRUCT (Meta=(DisplayName="Native Variables"))
struct FAnimInstanceProxy
Derived Classes
FAnimInstanceProxy derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimInstanceProxy
(
const FAnimInstanceProxy& |
Animation/AnimInstanceProxy.h | ||
FAnimInstanceProxy
(
UAnimInstance* Instance |
Animation/AnimInstanceProxy.h | ||
| Animation/AnimInstanceProxy.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FAnimInstanceProxy() |
Animation/AnimInstanceProxy.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FLogMessageEntry | TSharedRef< FTokenizedMessage > | Logged message queues. | Animation/AnimInstanceProxy.h |
| FSyncGroupMap | TMap< FName, FAnimGroupInstance > | Animation/AnimInstanceProxy.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| QueuedDrawDebugItems | TArray< FQueuedDrawDebugItem > | Animation/AnimInstanceProxy.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorName | FString | Actor name for debug logging purposes | Animation/AnimInstanceProxy.h | |
| ActorTransform | FTransform | The transform of the actor we are running on | Animation/AnimInstanceProxy.h | |
| AnimationCurves | TMap< FName, float > | Curves in an easily looked-up form | Animation/AnimInstanceProxy.h | |
| AnimClassInterface | IAnimClassInterface * | Our anim blueprint generated class | Animation/AnimInstanceProxy.h | |
| AnimInstanceObject | UObject * | Object ptr to our UAnimInstance | Animation/AnimInstanceProxy.h | |
| bDeferRootNodeInitialization | uint8 | We can defer initialization until first update | Animation/AnimInstanceProxy.h | |
| bInitializeSubsystems | uint8 | Whether subsystems should be initialized. | Animation/AnimInstanceProxy.h | |
| bIsBeingDebugged | uint8 | Whether this UAnimInstance is currently being debugged in the editor | Animation/AnimInstanceProxy.h | |
| bIsGameWorld | uint8 | Whether the world of this proxy's skeletal mesh component is a game world. | Animation/AnimInstanceProxy.h | |
| bShouldExtractRootMotion | uint8 | Diplicate of bool result of ShouldExtractRootMotion() | Animation/AnimInstanceProxy.h | |
| BufferWriteIndex | int32 | Current buffer index. | Animation/AnimInstanceProxy.h | |
| bUpdatingRoot | bool | Scope guard to prevent duplicate work on re-entracy | Animation/AnimInstanceProxy.h | |
| bUseMainInstanceMontageEvaluationData | uint8 | Animation/AnimInstanceProxy.h | ||
| CacheBonesRecursionCounter | int32 | Counter used to control CacheBones recursion behavior - makes sure we cache bones correctly when recursing into different subgraphs | Animation/AnimInstanceProxy.h | |
| ComponentRelativeTransform | FTransform | The relative transform of the component we are running on | Animation/AnimInstanceProxy.h | |
| ComponentTransform | FTransform | The component to world transform of the component we are running on | Animation/AnimInstanceProxy.h | |
| CurrentDeltaSeconds | float | The last time passed into PreUpdate() | Animation/AnimInstanceProxy.h | |
| CurrentTimeDilation | float | The last dime dilation (gleaned from world settings) | Animation/AnimInstanceProxy.h | |
| DefaultLinkedInstanceInputNode | FAnimNode_LinkedInputPose * | Default linked instance input node if available | Animation/AnimInstanceProxy.h | |
| DynamicResetNodes | TArray< FAnimNode_Base * > | All nodes that need to be reset on DynamicReset() | Animation/AnimInstanceProxy.h | |
| ExtractedRootMotion | FRootMotionMovementParams | Root motion extracted from animation since the last time ConsumeExtractedRootMotion was called. | Animation/AnimInstanceProxy.h | |
| GameThreadPreUpdateNodes | TArray< FAnimNode_Base * > | Delegate fired on the game thread before update occurs | Animation/AnimInstanceProxy.h | |
| LODDisabledGameThreadPreUpdateNodes | TArray< FAnimNode_Base * > | When GameThreadPreUpdateNodes are disabled due to LOD, they are stored here. | Animation/AnimInstanceProxy.h | |
| LODLevel | int32 | LODLevel used by RequiredBones | Animation/AnimInstanceProxy.h | |
| LoggedMessagesMap | TMap< FName, TArray< FLogMessageEntry > > | Animation/AnimInstanceProxy.h | ||
| MachineWeightArrays | TArray< float > | Buffers containing read/write buffers for all current machine weights | Animation/AnimInstanceProxy.h | |
| MainInstanceProxy | FAnimInstanceProxy * | Cached ptr to the main instance proxy, which may be "this" | Animation/AnimInstanceProxy.h | |
| MaterialParametersToClear | TSet< FName > | Material parameters that we had been changing and now need to clear | Animation/AnimInstanceProxy.h | |
| MontageEvaluationData | TArray< FMontageEvaluationState > | Copy of UAnimInstance::MontageInstances data used for update & evaluation | Animation/AnimInstanceProxy.h | |
| NativeStateEntryBindings | TArray< FNativeStateBinding > | Native state entry bindings | Animation/AnimInstanceProxy.h | |
| NativeStateExitBindings | TArray< FNativeStateBinding > | Native state exit bindings | Animation/AnimInstanceProxy.h | |
| NativeTransitionBindings | TArray< FNativeTransitionBinding > | Native transition rules | Animation/AnimInstanceProxy.h | |
| NodeInputAttributesThisFrame | TMap< int32, TArray< FAnimBlueprintDebugData_AttributeRecord > > | Map of node attributes this frame | Animation/AnimInstanceProxy.h | |
| NodeOutputAttributesThisFrame | TMap< int32, TArray< FAnimBlueprintDebugData_AttributeRecord > > | Animation/AnimInstanceProxy.h | ||
| NodeSyncsThisFrame | TMap< int32, FName > | Map of node syncs this frame - maps from player node index to graph-determined group name | Animation/AnimInstanceProxy.h | |
| NotifyQueue | FAnimNotifyQueue | Animation Notifies that has been triggered in the latest tick | Animation/AnimInstanceProxy.h | |
| NumUroSkippedFrames_Eval | int16 | Animation/AnimInstanceProxy.h | ||
| NumUroSkippedFrames_Update | int16 | During animation update and eval, records the number of frames we will skip due to URO | Animation/AnimInstanceProxy.h | |
| PoseSnapshots | TArray< FPoseSnapshot > | Array of snapshots. Each entry contains a name for finding specific pose snapshots | Animation/AnimInstanceProxy.h | |
| PreviouslyLoggedMessages | TArray< FGuid > | Cache of guids generated from previously sent messages so we can stop spam | Animation/AnimInstanceProxy.h | |
| RequiredBones | TSharedPtr< FBoneContainer > | Temporary array of bone indices required this frame. | Animation/AnimInstanceProxy.h | |
| RootMotionMode | ERootMotionMode::Type | Root motion mode duplicated from the anim instance. | Animation/AnimInstanceProxy.h | |
| RootNode | FAnimNode_Base * | Anim graph | Animation/AnimInstanceProxy.h | |
| SavedPoseQueueMap | TMap< FName, TArray< FAnimNode_SaveCachedPose * > > | Map of layer name to saved pose nodes to process after the graph has been updated | Animation/AnimInstanceProxy.h | |
| SkeletalMeshComponent | USkeletalMeshComponent * | Skeletal mesh component we are attached to. | Animation/AnimInstanceProxy.h | |
| Skeleton | USkeleton * | Skeleton we are using, only used for comparison purposes. | Animation/AnimInstanceProxy.h | |
| SlotGroupInertializationRequestDataMap | TMap< FName, FInertializationRequest > | Inertialization request for each slot. | Animation/AnimInstanceProxy.h |
|
| SlotGroupInertializationRequestMap | TMap< FName, UE::Anim::FSlotInertializationRequest > | Animation/AnimInstanceProxy.h | ||
| SlotNameToTrackerIndex | TMap< FName, int32 > | Read/write buffers Tracker map for slot name->weights/relevancy. | Animation/AnimInstanceProxy.h | |
| SlotWeightTracker | TArray< FMontageActiveSlotTracker > | Animation/AnimInstanceProxy.h | ||
| StateMachineClassIndexToWeightOffset | TMap< int32, int32 > | Map that transforms state class indices to base offsets into the weight array | Animation/AnimInstanceProxy.h | |
| StateWeightArrays | TArray< float > | Buffers containing read/write buffers for all current state weights | Animation/AnimInstanceProxy.h | |
| Sync | UE::Anim::FAnimSync | Synchronizes animations according to sync groups/markers | Animation/AnimInstanceProxy.h | |
| UpdatedNodesThisFrame | TArray< FAnimBlueprintDebugData_NodeVisit > | Array of visited nodes this frame | Animation/AnimInstanceProxy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddAnimNotifies
(
const TArray< FAnimNotifyEventReference >& NewNotifies, |
Add anim notifies to the proxies notify queue | Animation/AnimInstanceProxy.h | |
void AddAnimNotifyFromGeneratedClass
(
int32 NotifyIndex |
Queues an Anim Notify from the shared list on our generated class | Animation/AnimInstanceProxy.h | |
FPoseSnapshot & AddPoseSnapshot
(
FName SnapshotName |
Add an empty pose snapshot to the internal snapshot cache (or recycle an existing pose snapshot if the name is already in use) | Animation/AnimInstanceProxy.h | |
void AddTickRecord
(
const FAnimTickRecord& InTickRecord, |
Adds a tick record in the list for the correct group or the ungrouped array. | Animation/AnimInstanceProxy.h | |
void AnimDrawDebugCapsule
(
const FVector& Center, |
Animation/AnimInstanceProxy.h | ||
void AnimDrawDebugCircle
(
const FVector& Center, |
Animation/AnimInstanceProxy.h | ||
void AnimDrawDebugCone
(
const FVector& Center, |
Animation/AnimInstanceProxy.h | ||
void AnimDrawDebugCoordinateSystem
(
FVector const& AxisLoc, |
Animation/AnimInstanceProxy.h | ||
void AnimDrawDebugDirectionalArrow
(
const FVector& LineStart, |
Animation/AnimInstanceProxy.h | ||
| Animation/AnimInstanceProxy.h | |||
void AnimDrawDebugLine
(
const FVector& StartLoc, |
Animation/AnimInstanceProxy.h | ||
void AnimDrawDebugOnScreenMessage
(
const FString& DebugMessage, |
Animation/AnimInstanceProxy.h | ||
void AnimDrawDebugPlane
(
const FTransform& BaseTransform, |
Animation/AnimInstanceProxy.h | ||
void AnimDrawDebugPoint
(
const FVector& Loc, |
Animation/AnimInstanceProxy.h | ||
void AnimDrawDebugSphere
(
const FVector& Center, |
Animation/AnimInstanceProxy.h | ||
FAnimTickRecord & CreateUninitializedTickRecord
(
FAnimGroupInstance*& OutSyncGroupPtr, |
Animation/AnimInstanceProxy.h | ||
FAnimTickRecord & CreateUninitializedTickRecord
(
int32 GroupIndex, |
Animation/AnimInstanceProxy.h | ||
FAnimTickRecord & CreateUninitializedTickRecordInScope
(
int32 GroupIndex, |
Animation/AnimInstanceProxy.h | ||
FAnimTickRecord & CreateUninitializedTickRecordInScope
(
FAnimGroupInstance*& OutSyncGroupPtr, |
Animation/AnimInstanceProxy.h | ||
void FlipBufferWriteIndex() |
Flip buffer read/write indices | Animation/AnimInstanceProxy.h | |
void GatherDebugData
(
FNodeDebugData& DebugData |
Gather debug data from this instance proxy and the blend tree for display | Animation/AnimInstanceProxy.h | |
void GatherDebugData_WithRoot
(
FNodeDebugData& DebugData, |
Gather debug data from this instance proxy and the specified blend tree root for display | Animation/AnimInstanceProxy.h | |
const FString & GetActorName() |
Animation/AnimInstanceProxy.h | ||
const FTransform & GetActorTransform() |
Get the transform of the actor we are running on | Animation/AnimInstanceProxy.h | |
UAnimBlueprint * GetAnimBlueprint() |
Animation/AnimInstanceProxy.h | ||
FAnimBlueprintDebugData * GetAnimBlueprintDebugData() |
Get the debug data for this instance's anim bp | Animation/AnimInstanceProxy.h | |
| Get the IAnimClassInterface associated with this context, if there is one. | Animation/AnimInstanceProxy.h | ||
FString GetAnimInstanceName() |
Animation/AnimInstanceProxy.h | ||
const UObject * GetAnimInstanceObject () |
Animation/AnimInstanceProxy.h | ||
| Access UObject base of UAnimInstance | Animation/AnimInstanceProxy.h | ||
const FGraphTraversalCounter & GetCachedBonesCounter() |
Animation/AnimInstanceProxy.h | ||
NodeType * GetCheckedMutableNodeFromIndex
(
int32 NodeIdx |
Gets a checked node given an index into the node property array | Animation/AnimInstanceProxy.h | |
FAnimNode_Base * GetCheckedMutableNodeFromIndexUntyped
(
int32 NodeIdx, |
Gets a checked node given an index into the node property array | Animation/AnimInstanceProxy.h | |
const NodeType * GetCheckedNodeFromIndex
(
int32 NodeIdx |
Gets a checked node given an index into the node property array | Animation/AnimInstanceProxy.h | |
const FAnimNode_Base * GetCheckedNodeFromIndexUntyped
(
int32 NodeIdx, |
Gets a checked node given an index into the node property array | Animation/AnimInstanceProxy.h | |
const FTransform & GetComponentRelativeTransform() |
Get the relative transform of the component we are running on | Animation/AnimInstanceProxy.h | |
const FTransform & GetComponentTransform() |
Get the component to world transform of the component we are running on | Animation/AnimInstanceProxy.h | |
float GetDeltaSeconds() |
Get the last DeltaSeconds passed into PreUpdate() | Animation/AnimInstanceProxy.h | |
const FGraphTraversalCounter & GetEvaluationCounter() |
Animation/AnimInstanceProxy.h | ||
FRootMotionMovementParams & GetExtractedRootMotion() |
Access root motion params | Animation/AnimInstanceProxy.h | |
const FGraphTraversalCounter & GetInitializationCounter() |
Access various counters | Animation/AnimInstanceProxy.h | |
int32 GetInstanceAssetPlayerIndex
(
FName MachineName, |
Get the index of the specified instance asset player. | Animation/AnimInstanceProxy.h | |
TArray< const FAnimNode_AssetPlayerBase * > GetInstanceAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph | Animation/AnimInstanceProxy.h | |
TArray< const FAnimNode_AssetPlayerRelevancyBase * > GetInstanceRelevantAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerRelevancyBase class within the specified (named) Animation Graph | Animation/AnimInstanceProxy.h | |
| Get the interpolation type override. | Animation/AnimInstanceProxy.h | ||
int32 GetLODLevel() |
Access to LODLevel | Animation/AnimInstanceProxy.h | |
| Get the current main instance proxy. | Animation/AnimInstanceProxy.h | ||
TArray< FAnimNode_AssetPlayerBase * > GetMutableInstanceAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerBase class within the specified (named) Animation Graph | Animation/AnimInstanceProxy.h | |
TArray< FAnimNode_AssetPlayerRelevancyBase * > GetMutableInstanceRelevantAssetPlayers
(
const FName& GraphName |
Returns all Animation Nodes of FAnimNode_AssetPlayerRelevancyBase class within the specified (named) Animation Graph | Animation/AnimInstanceProxy.h | |
NodeType * GetMutableNodeFromIndex
(
int32 NodeIdx |
Gets an unchecked (can return nullptr) node given an index into the node property array | Animation/AnimInstanceProxy.h | |
FAnimNode_Base * GetMutableNodeFromIndexUntyped
(
int32 NodeIdx, |
Gets an unchecked (can return nullptr) node given an index into the node property array | Animation/AnimInstanceProxy.h | |
const NodeType * GetNodeFromIndex
(
int32 NodeIdx |
Gets an unchecked (can return nullptr) node given an index into the node property array | Animation/AnimInstanceProxy.h | |
const FAnimNode_Base * GetNodeFromIndexUntyped
(
int32 NodeIdx, |
Gets an unchecked (can return nullptr) node given an index into the node property array | Animation/AnimInstanceProxy.h | |
const FPoseSnapshot * GetPoseSnapshot
(
FName SnapshotName |
Get a cached pose snapshot by name | Animation/AnimInstanceProxy.h | |
float GetRecordedMachineWeight
(
const int32 InMachineClassIndex |
Animation/AnimInstanceProxy.h | ||
float GetRecordedStateWeight
(
const int32 InMachineClassIndex, |
Animation/AnimInstanceProxy.h | ||
| Access to required bones array | Animation/AnimInstanceProxy.h | ||
const FBoneContainer & GetRequiredBones () |
Const access to required bones array | Animation/AnimInstanceProxy.h | |
ERootMotionMode::Type GetRootMotionMode() |
Get the root motion mode assigned to this anim instance proxy. | Animation/AnimInstanceProxy.h | |
FAnimNode_Base * GetRootNode() |
Animation/AnimInstanceProxy.h | ||
USkeleton * GetSkeleton () |
Get the current skeleton we are using. | Animation/AnimInstanceProxy.h | |
const FTransform & GetSkelMeshCompLocalToWorld() |
Animation/AnimInstanceProxy.h | ||
| Get the current skeletal mesh component we are running on. | Animation/AnimInstanceProxy.h | ||
const FTransform & GetSkelMeshCompOwnerTransform() |
Animation/AnimInstanceProxy.h | ||
bool GetSlotInertializationRequest
(
const FName& SlotName, |
Animation/AnimInstanceProxy.h | ||
bool GetSlotInertializationRequestData
(
const FName& SlotName, |
Animation/AnimInstanceProxy.h | ||
const FGraphTraversalCounter & GetSlotNodeInitializationCounter() |
Animation/AnimInstanceProxy.h | ||
void GetSlotWeight
(
const FName& SlotNodeName, |
Get Slot Node Weight : this returns new Slot Node Weight, Source Weight, Original TotalNodeWeight this 3 values can't be derived from each other | Animation/AnimInstanceProxy.h | |
const FAnimNode_StateMachine * GetStateMachineInstance
(
int32 NodeIndex |
Gets the runtime instance of the specified state machine | Animation/AnimInstanceProxy.h | |
const FAnimNode_StateMachine * GetStateMachineInstanceFromName
(
FName MachineName |
Gets the runtime instance of the specified state machine by Name | Animation/AnimInstanceProxy.h | |
const FSyncGroupMap & GetSyncGroupMapRead() |
Get the sync group we are currently reading from | Animation/AnimInstanceProxy.h | |
const TArray< FAnimGroupInstance > & GetSyncGroupRead() |
Animation/AnimInstanceProxy.h | ||
float GetTimeDilation() |
Get the last time dilation, gleaned from world settings | Animation/AnimInstanceProxy.h | |
const TArray< FAnimTickRecord > & GetUngroupedActivePlayersRead() |
Get the ungrouped active player we are currently reading from | Animation/AnimInstanceProxy.h | |
const FGraphTraversalCounter & GetUpdateCounter() |
Animation/AnimInstanceProxy.h | ||
bool HasRootNode() |
Check whether we have a valid root node | Animation/AnimInstanceProxy.h | |
bool IsBeingDebugged() |
Whether the UAnimInstance this context refers to is currently being debugged in the editor | Animation/AnimInstanceProxy.h | |
bool IsSkeletonCompatible
(
USkeleton const* InSkeleton |
Animation/AnimInstanceProxy.h | ||
bool IsSlotNodeRelevantForNotifies
(
const FName& SlotNodeName |
Animation/AnimInstanceProxy.h | ||
bool IsSyncGroupValid
(
FName InSyncGroupName |
Returns true if SyncGroupName is valid (exists, and if is based on markers, has valid markers) | Animation/AnimInstanceProxy.h | |
void MakeBlendSpaceTickRecord
(
FAnimTickRecord& TickRecord, |
Animation/AnimInstanceProxy.h | ||
void MakePoseAssetTickRecord
(
FAnimTickRecord& TickRecord, |
Animation/AnimInstanceProxy.h | ||
void MakeSequenceTickRecord
(
FAnimTickRecord& TickRecord, |
Animation/AnimInstanceProxy.h | ||
void RecordMachineWeight
(
const int32 InMachineClassIndex, |
Animation/AnimInstanceProxy.h | ||
void RecordNodeAttribute
(
const FAnimInstanceProxy& InSourceProxy, |
Record a node attribute in the debugger | Animation/AnimInstanceProxy.h | |
void RecordNodeSync
(
int32 InSourceNodeIndex, |
Record a node sync in the debugger | Animation/AnimInstanceProxy.h | |
void RecordNodeVisit
(
int32 TargetNodeIndex, |
Record a visited node in the debugger | Animation/AnimInstanceProxy.h | |
void RecordStateWeight
(
const int32 InMachineClassIndex, |
Animation/AnimInstanceProxy.h | ||
void RegisterSlotNodeWithAnimInstance
(
const FName& SlotNodeName |
Register a named slot | Animation/AnimInstanceProxy.h | |
void RegisterWatchedPose
(
const FComponentSpacePoseContext& Pose, |
Animation/AnimInstanceProxy.h | ||
void RegisterWatchedPose
(
const FCompactPose& Pose, |
Record pose for node of ID LinkID if it is currently being watched | Animation/AnimInstanceProxy.h | |
void RegisterWatchedPose
(
const FCSPose< FCompactPose >& Pose, |
Animation/AnimInstanceProxy.h | ||
void RegisterWatchedPose
(
const FPoseContext& Pose, |
Record pose for node of ID LinkID if it is currently being watched. | Animation/AnimInstanceProxy.h | |
void RemovePoseSnapshot
(
FName SnapshotName |
Remove a previously saved pose snapshot from the internal snapshot cache | Animation/AnimInstanceProxy.h | |
void ResetDynamics () |
Animation/AnimInstanceProxy.h | ||
void ResetDynamics
(
ETeleportType InTeleportType |
Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.) | Animation/AnimInstanceProxy.h | |
void ResetUpdateCounter() |
Animation/AnimInstanceProxy.h | ||
void SavePoseSnapshot
(
USkeletalMeshComponent* InSkeletalMeshComponent, |
Save a pose snapshot to the internal snapshot cache | Animation/AnimInstanceProxy.h | |
void SetInterpolationOverride
(
TOptional< EAnimInterpolationType > InterpolationType |
Set the optional animation interpolation type override. | Animation/AnimInstanceProxy.h | |
bool ShouldExtractRootMotion() |
Check whether we should extract root motion | Animation/AnimInstanceProxy.h | |
void SlotEvaluatePose
(
const FName& SlotNodeName, |
Evaluate a pose for a named montage slot | Animation/AnimInstanceProxy.h | |
void SlotEvaluatePose
(
const FName& SlotNodeName, |
Animation/AnimInstanceProxy.h | ||
void TickAssetPlayerInstances () |
Animation/AnimInstanceProxy.h | ||
void TickAssetPlayerInstances
(
float DeltaSeconds |
Animation/AnimInstanceProxy.h | ||
void TickSyncGroupWriteIndex() |
Animation/AnimInstanceProxy.h | ||
void TraceMontageEvaluationData
(
const FAnimationUpdateContext& InContext, |
Trace montage debug data for the specified slot. | Animation/AnimInstanceProxy.h | |
void TriggerAnimNotifies
(
USkeletalMeshComponent* SkelMeshComp, |
Trigger any anim notifies | Animation/AnimInstanceProxy.h | |
void UpdateSlotNodeWeight
(
const FName& SlotNodeName, |
Allow slot nodes to store off their weight during ticking. | Animation/AnimInstanceProxy.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddCurveValue
(
const FName& CurveName, |
Add a curve value | Animation/AnimInstanceProxy.h | |
void AddCurveValue
(
const FSmartNameMapping& Mapping, |
Animation/AnimInstanceProxy.h | ||
| Sets up a native state entry delegate from state with StateName, in the state machine with name MachineName. | Animation/AnimInstanceProxy.h | ||
| Sets up a native state exit delegate from state with StateName, in the state machine with name MachineName. | Animation/AnimInstanceProxy.h | ||
void AddNativeTransitionBinding
(
const FName& MachineName, |
Sets up a native transition delegate between states with PrevStateName and NextStateName, in the state machine with name MachineName. | Animation/AnimInstanceProxy.h | |
virtual void AddReferencedObjects
(
UAnimInstance* InAnimInstance, |
Manually add object references to GC | Animation/AnimInstanceProxy.h | |
void BindNativeDelegates() |
Bind any native delegates that we have set up | Animation/AnimInstanceProxy.h | |
void BlendSpaceAdvanceImmediate
(
UBlendSpace* BlendSpace, |
Animation/AnimInstanceProxy.h | ||
virtual void CacheBones () |
Cache bones override point. | Animation/AnimInstanceProxy.h | |
virtual void CacheBones_WithRoot
(
FAnimNode_Base* InRootNode |
Cache bones override point. | Animation/AnimInstanceProxy.h | |
float CalcSlotMontageLocalWeight
(
const FName& SlotNodeName |
Get local weight of any montages this slot is playing. | Animation/AnimInstanceProxy.h | |
void ClearAllTransitionEvents() |
Removes all queued transition requests | Animation/AnimInstanceProxy.h | |
virtual void ClearObjects () |
Clear any UObjects we might be using. | Animation/AnimInstanceProxy.h | |
void ClearSlotNodeWeights() |
If it doesn't tick, it will keep old weight, so we'll have to clear it in the beginning of tick | Animation/AnimInstanceProxy.h | |
void ClearTransitionEvents
(
const FName& EventName |
Removes all queued transition requests with the given event name | Animation/AnimInstanceProxy.h | |
virtual bool Evaluate
(
FPoseContext& Output |
Evaluate override point | Animation/AnimInstanceProxy.h | |
virtual bool Evaluate_WithRoot
(
FPoseContext& Output, |
Evaluate override point with root node override. | Animation/AnimInstanceProxy.h | |
void EvaluateAnimation
(
FPoseContext& Output |
Evaluates the anim graph if Evaluate() returns false | Animation/AnimInstanceProxy.h | |
void EvaluateAnimation_WithRoot
(
FPoseContext& Output, |
Evaluates the anim graph given the specified root if Evaluate() returns false | Animation/AnimInstanceProxy.h | |
void EvaluateAnimationNode
(
FPoseContext& Output |
Evaluates the anim graph | Animation/AnimInstanceProxy.h | |
void EvaluateAnimationNode_WithRoot
(
FPoseContext& Output, |
Evaluates the anim graph given the specified root | Animation/AnimInstanceProxy.h | |
| Send any queued DrawDebug commands and reset the queue | Animation/AnimInstanceProxy.h | ||
| Get Currently active montage evaluation state. | Animation/AnimInstanceProxy.h | ||
const TMap< FName, float > & GetAnimationCurves
(
EAnimCurveType InCurveType |
Animation/AnimInstanceProxy.h | ||
TMap< FName, float > & GetAnimationCurves
(
EAnimCurveType InCurveType |
Get the current value of all animation curves | Animation/AnimInstanceProxy.h | |
int32 GetBufferReadIndex() |
Gets the buffer we should be reading from. | Animation/AnimInstanceProxy.h | |
int32 GetBufferWriteIndex() |
Gets the sync group we should be writing to. | Animation/AnimInstanceProxy.h | |
virtual void GetCustomNodes
(
TArray< FAnimNode_Base* >& OutNodes |
Called when the anim instance is being initialized. | Animation/AnimInstanceProxy.h | |
virtual FAnimNode_Base * GetCustomRootNode () |
Called when the anim instance is being initialized. | Animation/AnimInstanceProxy.h | |
float GetInstanceAssetPlayerLength
(
int32 AssetPlayerIndex |
Gets the length in seconds of the asset referenced in an asset player node | Animation/AnimInstanceProxy.h | |
float GetInstanceAssetPlayerTime
(
int32 AssetPlayerIndex |
Get the current accumulated time in seconds for an asset player node | Animation/AnimInstanceProxy.h | |
float GetInstanceAssetPlayerTimeFraction
(
int32 AssetPlayerIndex |
Get the current accumulated time as a fraction for an asset player node | Animation/AnimInstanceProxy.h | |
float GetInstanceAssetPlayerTimeFromEnd
(
int32 AssetPlayerIndex |
Get the time in seconds from the end of an animation in an asset player node | Animation/AnimInstanceProxy.h | |
float GetInstanceAssetPlayerTimeFromEndFraction
(
int32 AssetPlayerIndex |
Get the time as a fraction of the asset length of an animation in an asset player node | Animation/AnimInstanceProxy.h | |
float GetInstanceCurrentStateElapsedTime
(
int32 MachineIndex |
Get the current elapsed time of a state within the specified state machine | Animation/AnimInstanceProxy.h | |
float GetInstanceMachineWeight
(
int32 MachineIndex |
Get the blend weight of a specified state | Animation/AnimInstanceProxy.h | |
float GetInstanceStateWeight
(
int32 MachineIndex, |
Get the blend weight of a specified state | Animation/AnimInstanceProxy.h | |
float GetInstanceTransitionCrossfadeDuration
(
int32 MachineIndex, |
Get the crossfade duration of a specified transition | Animation/AnimInstanceProxy.h | |
float GetInstanceTransitionTimeElapsed
(
int32 MachineIndex, |
Get the elapsed time in seconds of a specified transition | Animation/AnimInstanceProxy.h | |
float GetInstanceTransitionTimeElapsedFraction
(
int32 MachineIndex, |
Get the elapsed time as a fraction of the crossfade duration of a specified transition | Animation/AnimInstanceProxy.h | |
| Access montage array data | Animation/AnimInstanceProxy.h | ||
const TArray< FMontageEvaluationState > & GetMontageEvaluationData () |
Access montage array data | Animation/AnimInstanceProxy.h | |
NodeType * GetNodeFromProperty
(
FProperty* Property |
Gets an unchecked (can return nullptr) node given a property of the anim instance | Animation/AnimInstanceProxy.h | |
float GetRelevantAnimLength
(
int32 MachineIndex, |
Get the length in seconds of the most relevant animation in the source state | Animation/AnimInstanceProxy.h | |
float GetRelevantAnimTime
(
int32 MachineIndex, |
Get the current accumulated time in seconds for the most relevant animation in the source state | Animation/AnimInstanceProxy.h | |
float GetRelevantAnimTimeFraction
(
int32 MachineIndex, |
Get the current accumulated time as a fraction of the length of the most relevant animation in the source state | Animation/AnimInstanceProxy.h | |
float GetRelevantAnimTimeRemaining
(
int32 MachineIndex, |
Get the time remaining in seconds for the most relevant animation in the source state | Animation/AnimInstanceProxy.h | |
float GetRelevantAnimTimeRemainingFraction
(
int32 MachineIndex, |
Get the time remaining as a fraction of the duration for the most relevant animation in the source state | Animation/AnimInstanceProxy.h | |
const FAnimNode_AssetPlayerBase * GetRelevantAssetPlayerFromState
(
int32 MachineIndex, |
Check whether we have active morph target curves Gets the most relevant asset player in a specified state | Animation/AnimInstanceProxy.h | |
const FAnimNode_AssetPlayerRelevancyBase * GetRelevantAssetPlayerInterfaceFromState
(
int32 MachineIndex, |
Gets the most relevant asset player in a specified state | Animation/AnimInstanceProxy.h | |
TMap< FName, FInertializationRequest > & GetSlotGroupInertializationRequestDataMap() |
Animation/AnimInstanceProxy.h | ||
| Animation/AnimInstanceProxy.h | |||
float GetSlotMontageGlobalWeight
(
const FName& SlotNodeName |
Get Global weight of any montages this slot node is playing. | Animation/AnimInstanceProxy.h | |
float GetSlotMontageLocalWeight
(
const FName& SlotNodeName |
Get local weight of any montages this slot node is playing. | Animation/AnimInstanceProxy.h | |
float GetSlotNodeGlobalWeight
(
const FName& SlotNodeName |
Get global weight in AnimGraph for this slot node. | Animation/AnimInstanceProxy.h | |
int32 GetStateMachineIndex
(
FAnimNode_StateMachine* StateMachine |
Gets the node index of the state machine | Animation/AnimInstanceProxy.h | |
int32 GetStateMachineIndex
(
FName MachineName |
Gets the node index of the state machine matching MachineName | Animation/AnimInstanceProxy.h | |
void GetStateMachineIndexAndDescription
(
FName InMachineName, |
Animation/AnimInstanceProxy.h | ||
const FBakedAnimationStateMachine * GetStateMachineInstanceDesc
(
FName MachineName |
Gets the runtime instance desc of the state machine specified by name | Animation/AnimInstanceProxy.h | |
int32 GetSyncGroupIndexFromName
(
FName SyncGroupName |
Returns the baked sync group index from the compile step | Animation/AnimInstanceProxy.h | |
FMarkerSyncAnimPosition GetSyncGroupPosition
(
FName InSyncGroupName |
Animation/AnimInstanceProxy.h | ||
int32 GetSyncGroupReadIndex() |
Animation/AnimInstanceProxy.h | ||
int32 GetSyncGroupWriteIndex() |
Animation/AnimInstanceProxy.h | ||
| Animation/AnimInstanceProxy.h | |||
bool HasActiveCurves() |
Check whether we have any active curves | Animation/AnimInstanceProxy.h | |
| Animation/AnimInstanceProxy.h | |||
| Check for whether a native entry delegate is bound to the specified state. | Animation/AnimInstanceProxy.h | ||
| Check for whether a native exit delegate is bound to the specified state. | Animation/AnimInstanceProxy.h | ||
| Check for whether a native rule is bound to the specified transition. | Animation/AnimInstanceProxy.h | ||
virtual void Initialize
(
UAnimInstance* InAnimInstance |
Called when our anim instance is being initialized | Animation/AnimInstanceProxy.h | |
virtual void InitializeObjects
(
UAnimInstance* InAnimInstance |
Copy any UObjects we might be using. Called Pre-update and pre-evaluate. | Animation/AnimInstanceProxy.h | |
void InitializeRootNode
(
bool bInDeferRootNodeInitialization |
Initialize the root node - split into a separate function for backwards compatibility (initialization order) reasons | Animation/AnimInstanceProxy.h | |
void InitializeRootNode_WithRoot
(
FAnimNode_Base* InRootNode |
Initialize the specified root node | Animation/AnimInstanceProxy.h | |
| Animation/AnimInstanceProxy.h | |||
void LogMessage
(
FName InLogType, |
Allow nodes to register log messages to be processed on the game thread | Animation/AnimInstanceProxy.h | |
void LogMessage
(
FName InLogType, |
Animation/AnimInstanceProxy.h | ||
void OnPreUpdateLODChanged
(
const int32 PreviousLODIndex, |
Called during PreUpdate, if SkelMesh LOD has changed since last update | Animation/AnimInstanceProxy.h | |
virtual void PostEvaluate
(
UAnimInstance* InAnimInstance |
Called after evaluate so we can do any game thread work we need to | Animation/AnimInstanceProxy.h | |
virtual void PostUpdate
(
UAnimInstance* InAnimInstance |
Called after update so we can copy any data we need | Animation/AnimInstanceProxy.h | |
virtual void PreEvaluateAnimation
(
UAnimInstance* InAnimInstance |
Called on the game thread pre-evaluate. | Animation/AnimInstanceProxy.h | |
virtual void PreUpdate
(
UAnimInstance* InAnimInstance, |
Called before update so we can copy any data we need | Animation/AnimInstanceProxy.h | |
bool QueryAndMarkTransitionEvent
(
int32 NodeIndex, |
Behaves like QueryTransitionEvent but additionally marks the event for consumption | Animation/AnimInstanceProxy.h | |
bool QueryTransitionEvent
(
int32 NodeIndex, |
Returns whether or not the given event transition request has been queued | Animation/AnimInstanceProxy.h | |
void RecalcRequiredBones
(
USkeletalMeshComponent* Component, |
Recalculate Required Bones [RequiredBones] Is called when bRequiredBonesUpToDate = false The provided asset must be a SkeletalMesh or a Skeleton. | Animation/AnimInstanceProxy.h | |
void RecalcRequiredCurves
(
const UE::Anim::FCurveFilterSettings& CurveFilterSettings |
Recalculate required curve list for animation - if you call RecalcRequiredBones, this should already happen | Animation/AnimInstanceProxy.h | |
void RecalcRequiredCurves
(
const FCurveEvaluationOption& CurveEvalOption |
Animation/AnimInstanceProxy.h | ||
void ReinitializeSlotNodes() |
Slot node run-time functions | Animation/AnimInstanceProxy.h | |
bool RequestTransitionEvent
(
const FName& EventName, |
Attempts to queue a transition request, returns true if successful | Animation/AnimInstanceProxy.h | |
void ResetAnimationCurves() |
Reset Animation Curves | Animation/AnimInstanceProxy.h | |
void ResetSync() |
Reset the sync system to its starting state | Animation/AnimInstanceProxy.h | |
void SequenceAdvanceImmediate
(
UAnimSequenceBase* Sequence, |
Animation/AnimInstanceProxy.h | ||
void SetSyncMirror
(
const UMirrorDataTable* MirrorDataTable |
Set the mirror data table to sync animations. | Animation/AnimInstanceProxy.h | |
virtual void Uninitialize
(
UAnimInstance* InAnimInstance |
Called when our anim instance is being uninitialized | Animation/AnimInstanceProxy.h | |
virtual void Update
(
float DeltaSeconds |
Update override point | Animation/AnimInstanceProxy.h | |
void UpdateActiveAnimNotifiesSinceLastTick
(
const FAnimNotifyQueue& AnimInstanceQueue |
Let us copy the full notify queue from the last frame | Animation/AnimInstanceProxy.h | |
void UpdateAnimation() |
Calls Update(), updates the anim graph, ticks asset players | Animation/AnimInstanceProxy.h | |
void UpdateAnimation_WithRoot
(
const FAnimationUpdateContext& InContext, |
Calls Update(), updates the anim graph from the specified root, ticks asset players | Animation/AnimInstanceProxy.h | |
virtual void UpdateAnimationNode
(
const FAnimationUpdateContext& InContext |
Updates the anim graph | Animation/AnimInstanceProxy.h | |
virtual void UpdateAnimationNode_WithRoot
(
const FAnimationUpdateContext& InContext, |
Updates the anim graph using a specified root node | Animation/AnimInstanceProxy.h | |
void UpdateCurvesPostEvaluation
(
USkeletalMeshComponent* SkelMeshComp |
Update curves once evaluation has taken place. Mostly pushes curves to materials/morphs | Animation/AnimInstanceProxy.h | |
void UpdateCurvesToComponents
(
USkeletalMeshComponent* Component |
Animation/AnimInstanceProxy.h | ||
void UpdateCurvesToEvaluationContext
(
const FAnimationEvaluationContext& InContext |
Pushes blended heap curve to output curves in the proxy using required bones cached data | Animation/AnimInstanceProxy.h | |
bool WasAnimNotifyNameTriggeredInAnyState
(
FName NotifyName |
Get whether the animation notify with the specified name triggered last tick. | Animation/AnimInstanceProxy.h | |
bool WasAnimNotifyNameTriggeredInSourceState
(
int32 MachineIndex, |
Get whether the most relevant animation triggered the given notify last tick. | Animation/AnimInstanceProxy.h | |
bool WasAnimNotifyNameTriggeredInStateMachine
(
int32 MachineIndex, |
Get whether the given state machine triggered the animation notify with the specified name last tick. | Animation/AnimInstanceProxy.h | |
bool WasAnimNotifyStateActiveInAnyState
(
TSubclassOf< UAnimNotifyState > AnimNotifyStateType |
Get whether a particular notify state was active in any state machine last tick. | Animation/AnimInstanceProxy.h | |
bool WasAnimNotifyStateActiveInSourceState
(
int32 MachineIndex, |
Get whether the most relevant animation was in a particular notify state last tick. | Animation/AnimInstanceProxy.h | |
bool WasAnimNotifyStateActiveInStateMachine
(
int32 MachineIndex, |
Get whether a particular notify state is active in a specific state machine last tick. | Animation/AnimInstanceProxy.h | |
bool WasAnimNotifyTriggeredInAnyState
(
TSubclassOf< UAnimNotify > AnimNotifyType |
Get whether an animation notify of a given type was triggered last tick. | Animation/AnimInstanceProxy.h | |
bool WasAnimNotifyTriggeredInSourceState
(
int32 MachineIndex, |
Get whether the most relevant animation triggered the given notify last tick. | Animation/AnimInstanceProxy.h | |
bool WasAnimNotifyTriggeredInStateMachine
(
int32 MachineIndex, |
Get whether a particular notify type was active in a specific state machine last tick. | Animation/AnimInstanceProxy.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void CacheBonesInputProxy
(
FAnimInstanceProxy* InputProxy |
Animation/AnimInstanceProxy.h | ||
static void EvaluateInputProxy
(
FAnimInstanceProxy* InputProxy, |
Animation/AnimInstanceProxy.h | ||
static void GatherInputProxyDebugData
(
FAnimInstanceProxy* InputProxy, |
Animation/AnimInstanceProxy.h | ||
static const FBakedAnimationStateMachine * GetMachineDescription
(
IAnimClassInterface* AnimBlueprintClass, |
Get the machine description for the specified instance. | Animation/AnimInstanceProxy.h | |
static void InitializeInputProxy
(
FAnimInstanceProxy* InputProxy, |
Custom proxy Init/Cache/Update/Evaluate functions | Animation/AnimInstanceProxy.h | |
static void ResetCounterInputProxy
(
FAnimInstanceProxy* InputProxy |
Animation/AnimInstanceProxy.h | ||
static void UpdateInputProxy
(
FAnimInstanceProxy* InputProxy, |
Animation/AnimInstanceProxy.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Animation/AnimInstanceProxy.h | |||
FAnimInstanceProxy & operator=
(
const FAnimInstanceProxy& |
Animation/AnimInstanceProxy.h |