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Root node of a state machine transition graph.
| Name | FAnimNode_TransitionResult |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_TransitionResult.h |
| Include Path | #include "Animation/AnimNode_TransitionResult.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_TransitionResult : public FAnimNode_Base
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_TransitionResult
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_TransitionResult() |
Animation/AnimNode_TransitionResult.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanEnterTransition | bool | Animation/AnimNode_TransitionResult.h |
|
|
| NativeTransitionDelegate | FCanTakeTransition | Native delegate to use when checking transition | Animation/AnimNode_TransitionResult.h |
Functions
Public
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_TransitionResult.h | |
virtual void Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). | Animation/AnimNode_TransitionResult.h | |
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | Animation/AnimNode_TransitionResult.h | |
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. | Animation/AnimNode_TransitionResult.h | |
virtual void Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. | Animation/AnimNode_TransitionResult.h |