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Custom property node that you'd like to expand pin by reflecting internal instance (we call TargetInstance here)
Used by sub anim instance or control rig node where you have internal instance and would like to reflect to AnimNode as a pin
To make pin working, you need storage inside of AnimInstance (SourceProperties/SourcePropertyNames) So this creates storage inside of AnimInstance with the unique custom property name and it copies to the actually TargetInstance here to allow the information be transferred in runtime (DestProperties/DestPropertyNames)
TargetInstance - UObject derived instance that has certain dest properties Source - AnimInstance's copy properties that is used to store the data
| Name | FAnimNode_CustomProperty |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_CustomProperty.h |
| Include Path | #include "Animation/AnimNode_CustomProperty.h" |
Syntax
USTRUCT ()
struct FAnimNode_CustomProperty : public FAnimNode_Base
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_CustomProperty
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Animation/AnimNode_CustomProperty.h | |||
FAnimNode_CustomProperty
(
const FAnimNode_CustomProperty& |
Animation/AnimNode_CustomProperty.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FAnimNode_CustomProperty() |
Animation/AnimNode_CustomProperty.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
T * GetTargetInstance() |
Get Target Instance by type for convenience | Animation/AnimNode_CustomProperty.h | |
| Handle object reinstancing in editor. | Animation/AnimNode_CustomProperty.h | ||
void SetTargetInstance
(
UObject* InInstance |
Set Target Instance | Animation/AnimNode_CustomProperty.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool NeedsOnInitializeAnimInstance () |
For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. | Animation/AnimNode_CustomProperty.h | |
virtual void OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
We only subscribe to the OnInitializeAnimInstance path because we need to cache our source object, so we only override these methods in editor at the moment | Animation/AnimNode_CustomProperty.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UClass * GetTargetClass() |
Get Target Class | Animation/AnimNode_CustomProperty.h | |
| Handle object reinstancing override point. | Animation/AnimNode_CustomProperty.h | ||
| Initialize property links from the source instance, in this case AnimInstance Compiler creates those properties during compile time | Animation/AnimNode_CustomProperty.h | ||
virtual void PropagateInputProperties
(
const UObject* InSourceInstance |
Propagate the Source Instances' properties to Target Instance | Animation/AnimNode_CustomProperty.h |