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| Name | FAnimNode_LinkedAnimGraph |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_LinkedAnimGraph.h |
| Include Path | #include "Animation/AnimNode_LinkedAnimGraph.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_LinkedAnimGraph : public FAnimNode_CustomProperty
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_CustomProperty → FAnimNode_LinkedAnimGraph
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_LinkedAnimGraph() |
Animation/AnimNode_LinkedAnimGraph.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPropagateNotifiesToLinkedInstances | uint8 | Whether named notifies will be propagated from this linked instance to other instances (outer or other linked instances) | Animation/AnimNode_LinkedAnimGraph.h |
|
| bReceiveNotifiesFromLinkedInstances | uint8 | Whether named notifies will be received by this linked instance from other instances (outer or other linked instances) | Animation/AnimNode_LinkedAnimGraph.h |
|
| CachedLinkedNodeIndex | int32 | Cached node index for our linked function. | Animation/AnimNode_LinkedAnimGraph.h | |
| InputPoseNames | TArray< FName > | List of input pose names, 1-1 with pose links about, built by the compiler | Animation/AnimNode_LinkedAnimGraph.h | |
| InputPoses | TArray< FPoseLink > | Input poses for the node, intentionally not accessible because if there's no input nodes in the target class we don't want to show these as pins | Animation/AnimNode_LinkedAnimGraph.h | |
| InstanceClass | TSubclassOf< UAnimInstance > | The class spawned for this linked instance | Animation/AnimNode_LinkedAnimGraph.h |
|
| LinkedRoot | FAnimNode_Base * | The root node of the dynamically-linked graph. | Animation/AnimNode_LinkedAnimGraph.h | |
| NodeIndex | int32 | Our node index. | Animation/AnimNode_LinkedAnimGraph.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CacheBonesSubGraph_AnyThread
(
const FAnimationCacheBonesContext& Context |
Caches bones only for the sub graph that this node is linked to. | Animation/AnimNode_LinkedAnimGraph.h | |
virtual FName GetDynamicLinkFunctionName() |
Get the function name we should be linking with when we call DynamicLink/Unlink | Animation/AnimNode_LinkedAnimGraph.h | |
virtual UAnimInstance * GetDynamicLinkTarget
(
UAnimInstance* InOwningAnimInstance |
Get the dynamic link target | Animation/AnimNode_LinkedAnimGraph.h | |
void InitializeSubGraph_AnyThread
(
const FAnimationInitializeContext& Context |
Initializes only the sub-graph that this node is linked to. | Animation/AnimNode_LinkedAnimGraph.h | |
void SetAnimClass
(
TSubclassOf< UAnimInstance > InClass, |
Dynamically set the anim class of this linked instance | Animation/AnimNode_LinkedAnimGraph.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). | Animation/AnimNode_LinkedAnimGraph.h | |
virtual void Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). | Animation/AnimNode_LinkedAnimGraph.h | |
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | Animation/AnimNode_LinkedAnimGraph.h | |
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. | Animation/AnimNode_LinkedAnimGraph.h | |
virtual void Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. | Animation/AnimNode_LinkedAnimGraph.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanTeardownLinkedInstance
(
const UAnimInstance* LinkedInstance |
Check if the currently linked instance can be teared down. | Animation/AnimNode_LinkedAnimGraph.h | |
void DynamicLink
(
UAnimInstance* InOwningAnimInstance |
Link up pose links dynamically with linked instance | Animation/AnimNode_LinkedAnimGraph.h | |
void DynamicUnlink
(
UAnimInstance* InOwningAnimInstance |
Break any pose links dynamically with linked instance | Animation/AnimNode_LinkedAnimGraph.h | |
int32 FindFunctionInputIndex
(
const FAnimBlueprintFunction& AnimBlueprintFunction, |
Helper function for finding function inputs when linking/unlinking | Animation/AnimNode_LinkedAnimGraph.h | |
void ReinitializeLinkedAnimInstance
(
const UAnimInstance* InOwningAnimInstance, |
Re-create the linked instances for this node. | Animation/AnimNode_LinkedAnimGraph.h | |
void RequestBlend
(
const IAnimClassInterface* PriorAnimBPClass, |
Request a blend when the active instance changes | Animation/AnimNode_LinkedAnimGraph.h | |
void TeardownInstance
(
const UAnimInstance* InOwningAnimInstance |
Shutdown the currently running instance. | Animation/AnimNode_LinkedAnimGraph.h |
Overridden from FAnimNode_CustomProperty
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UClass * GetTargetClass() |
Get Target Class | Animation/AnimNode_LinkedAnimGraph.h | |
| Handle object reinstancing override point. | Animation/AnimNode_LinkedAnimGraph.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_LinkedAnimGraph.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_LinkedAnimGraph.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Tag_DEPRECATED | FName | Animation/AnimNode_LinkedAnimGraph.h |