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| Name | FAnimationState |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimStateMachineTypes.h |
| Include Path | #include "Animation/AnimStateMachineTypes.h" |
Syntax
USTRUCT ()
struct FAnimationState : public FAnimationStateBase
Inheritance Hierarchy
- FAnimationStateBase → FAnimationState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimationState() |
Animation/AnimStateMachineTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EndNotify | int32 | The index of the notify to fire when this state is finished exiting (weight within the machine becomes zero) | Animation/AnimStateMachineTypes.h | |
| FullyBlendedNotify | int32 | The index of the notify to fire when this state is fully entered (weight within the machine becomes one) | Animation/AnimStateMachineTypes.h | |
| StartNotify | int32 | The index of the notify to fire when this state is first entered (weight within the machine becomes non-zero) | Animation/AnimStateMachineTypes.h | |
| StateRootNodeIndex | int32 | The root node index (into the AnimNodeProperties array of the UAnimBlueprintGeneratedClass) | Animation/AnimStateMachineTypes.h | |
| Transitions | TArray< FAnimationTransitionRule > | Set of legal transitions out of this state; already in priority order. | Animation/AnimStateMachineTypes.h |