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| Name | FBakedAnimationState |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimStateMachineTypes.h |
| Include Path | #include "Animation/AnimStateMachineTypes.h" |
Syntax
USTRUCT ()
struct FBakedAnimationState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBakedAnimationState() |
Animation/AnimStateMachineTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAlwaysResetOnEntry | bool | Whether or not this state will ALWAYS reset it's state on reentry, regardless of remaining weight. | Animation/AnimStateMachineTypes.h | |
| bIsAConduit | bool | Animation/AnimStateMachineTypes.h | ||
| EndNotify | int32 | Animation/AnimStateMachineTypes.h | ||
| EntryRuleNodeIndex | int32 | Animation/AnimStateMachineTypes.h | ||
| FullyBlendedNotify | int32 | Animation/AnimStateMachineTypes.h | ||
| LayerNodeIndices | TArray< int32 > | Indices into the property array for layer nodes in the state. | Animation/AnimStateMachineTypes.h | |
| PlayerNodeIndices | TArray< int32 > | Indices into the property array for player nodes in the state. | Animation/AnimStateMachineTypes.h | |
| StartNotify | int32 | Animation/AnimStateMachineTypes.h | ||
| StateName | FName | The name of this state. | Animation/AnimStateMachineTypes.h | |
| StateRootNodeIndex | int32 | The root node index (into the AnimNodeProperties array of the UAnimBlueprintGeneratedClass) | Animation/AnimStateMachineTypes.h | |
| Transitions | TArray< FBakedStateExitTransition > | Set of legal transitions out of this state; already in priority order. | Animation/AnimStateMachineTypes.h |