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| Name | FAnimNotifyQueue |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Animation/AnimNotifyQueue.h |
| Include Path | #include "Animation/AnimNotifyQueue.h" |
Syntax
USTRUCT ()
struct FAnimNotifyQueue
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNotifyQueue() |
Animation/AnimNotifyQueue.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimNotifies | TArray< FAnimNotifyEventReference > | Animation Notifies that has been triggered in the latest tick | Animation/AnimNotifyQueue.h |
|
| PredictedLODLevel | int32 | Best LOD that was 'predicted' by UpdateSkelPose. | Animation/AnimNotifyQueue.h | |
| RandomStream | FRandomStream | Internal random stream | Animation/AnimNotifyQueue.h | |
| UnfilteredMontageAnimNotifies | TMap< FName, FAnimNotifyArray > | Animation Notifies from montages that still need to be filtered by slot weight | Animation/AnimNotifyQueue.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddAnimNotifies
(
const TArray< FAnimNotifyEventReference >& NewNotifies, |
Wrapper functions for when we aren't coming from a sync group | Animation/AnimNotifyQueue.h | |
void AddAnimNotifies
(
const TMap< FName, TArray< FAnimNotifyEventReference > >& NewNotifies, |
Animation/AnimNotifyQueue.h | ||
void AddAnimNotifies
(
bool bSrcIsLeader, |
Add anim notifies | Animation/AnimNotifyQueue.h | |
void AddAnimNotifies
(
bool bSrcIsLeader, |
Add anim notifies from montage | Animation/AnimNotifyQueue.h | |
void AddAnimNotify
(
const FAnimNotifyEvent* Notify, |
Add notify to queue | Animation/AnimNotifyQueue.h | |
void Append
(
const FAnimNotifyQueue& Queue |
Append one queue to another | Animation/AnimNotifyQueue.h | |
void ApplyMontageNotifies
(
const FAnimInstanceProxy& Proxy |
Takes the cached notifies from playing montages and adds them if they pass a slot weight check | Animation/AnimNotifyQueue.h | |
bool PassesChanceOfTriggering
(
const FAnimNotifyEvent* Event |
Work out whether this notify should be triggered based on its chance of triggering value | Animation/AnimNotifyQueue.h | |
bool PassesFiltering
(
const FAnimNotifyEvent* Notify |
Should the notifies current filtering mode stop it from triggering | Animation/AnimNotifyQueue.h | |
void Reset
(
USkeletalMeshComponent* Component |
Reset queue & update LOD level | Animation/AnimNotifyQueue.h |