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An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. It can perform blending of animations, directly control the bones of the skeleton, and output a final pose for a Skeletal Mesh each frame.
| Name | UAnimBlueprint |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimBlueprint.h |
| Include Path | #include "Animation/AnimBlueprint.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI)
class UAnimBlueprint :
public UBlueprint ,
public IInterface_PreviewMeshProvider
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintCore → UBlueprint → UAnimBlueprint
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimBlueprint
(
const FObjectInitializer& ObjectInitializer |
Animation/AnimBlueprint.h |
Classes
| Name | Remarks |
|---|---|
| FOnGraphRenamedEvent | Event that is broadcast to inform observers that the node title has changed The default SAnimationGraphNode uses this to invalidate cached node title text |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnOverrideChanged | FOnOverrideChangedMulticaster::FDelegate | Animation/AnimBlueprint.h | |
| FOnOverrideChangedMulticaster | TMulticastDelegate_TwoParams< void, FGuid, UAnimationAsset * > | Animation/AnimBlueprint.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableLinkedAnimLayerInstanceSharing | uint8 | If true, linked animation layers will be instantiated only once per AnimClass instead of once per AnimInstance, AnimClass and AnimGroup. | Animation/AnimBlueprint.h |
|
| bIsTemplate | bool | This is an anim blueprint that acts as a set of template functionality without being tied to a specific skeleton. | Animation/AnimBlueprint.h |
|
| bUseMultiThreadedAnimationUpdate | bool | Allows this anim Blueprint to update its native update, blend tree, montages and asset players on a worker thread. | Animation/AnimBlueprint.h |
|
| bWarnAboutBlueprintUsage | bool | Selecting this option will cause the compiler to emit warnings whenever a call into Blueprint is made from the animation graph. | Animation/AnimBlueprint.h |
|
| Groups | TArray< FAnimGroupInfo > | List of animation sync groups. | Animation/AnimBlueprint.h | |
| ParentAssetOverrides | TArray< FAnimParentNodeAssetOverride > | Array of overrides to asset containing nodes in the parent that have been overridden. | Animation/AnimBlueprint.h | |
| PoseWatches | TArray< TObjectPtr< UPoseWatch > > | Animation/AnimBlueprint.h | ||
| PoseWatchFolders | TArray< TObjectPtr< UPoseWatchFolder > > | Array of active pose watches (pose watches allows us to see the bone pose at a particular point of the anim graph and control debug draw for unselected anim nodes). | Animation/AnimBlueprint.h | |
| TargetSkeleton | TObjectPtr< USkeleton > | This is the target skeleton asset for anim instances created from this blueprint; all animations referenced by the BP should be compatible with this skeleton. | Animation/AnimBlueprint.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRefreshExtensions | bool | If set, then extensions need to be refreshed according to spawned nodes | Animation/AnimBlueprint.h | |
| DefaultBindingClass | TObjectPtr< UClass > | The default binding type that any new nodes will use when created | Animation/AnimBlueprint.h |
|
| GraphRenameEvent | FOnGraphRenamedEvent | Animation/AnimBlueprint.h | ||
| PreviewAnimationBlueprint | TSoftObjectPtr< class UAnimBlueprint > | An animation Blueprint to overlay with this Blueprint. | Animation/AnimBlueprint.h |
|
| PreviewAnimationBlueprintApplicationMethod | EPreviewAnimationBlueprintApplicationMethod | The method by which a preview animation blueprint is applied, either as an overlay layer, or as a linked instance | Animation/AnimBlueprint.h | |
| PreviewAnimationBlueprintTag | FName | The tag to use when applying a preview animation blueprint via LinkAnimGraphByTag | Animation/AnimBlueprint.h | |
| PreviewSkeletalMesh | TSoftObjectPtr< class USkeletalMesh > | The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset | Animation/AnimBlueprint.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 FindOrAddGroup
(
FName GroupName |
Finds the index of the specified group, or creates a new entry for it (unless the name is NAME_None, which will return INDEX_NONE) | Animation/AnimBlueprint.h | |
UAnimBlueprintGeneratedClass * GetAnimBlueprintGeneratedClass() |
Animation/AnimBlueprint.h | ||
UAnimBlueprintGeneratedClass * GetAnimBlueprintSkeletonClass() |
Animation/AnimBlueprint.h | ||
FAnimParentNodeAssetOverride * GetAssetOverrideForNode
(
FGuid NodeGuid, |
Inspects the hierarchy and looks for an override for the requested node GUID | Animation/AnimBlueprint.h | |
bool GetAssetOverrides
(
TArray< FAnimParentNodeAssetOverride* >& OutOverrides |
Inspects the hierarchy and builds a list of all asset overrides for this blueprint. | Animation/AnimBlueprint.h | |
FAnimBlueprintDebugData * GetDebugData() |
Get the debug data for this anim BP | Animation/AnimBlueprint.h | |
UClass * GetDefaultBindingClass() |
Get the default binding type that any new nodes will use when created. | Animation/AnimBlueprint.h | |
UAnimBlueprint * GetPreviewAnimationBlueprint() |
Animation/AnimBlueprint.h | ||
EPreviewAnimationBlueprintApplicationMethod GetPreviewAnimationBlueprintApplicationMethod() |
Animation/AnimBlueprint.h | ||
FName GetPreviewAnimationBlueprintTag() |
Animation/AnimBlueprint.h | ||
bool IsCompatible
(
const UAnimBlueprint* InAnimBlueprint |
Check if the anim BP is compatible with this one (for linked instancing). | Animation/AnimBlueprint.h | |
bool IsCompatibleByAssetString
(
const FString& InSkeletonAsset, |
Check if the asset path of a skeleton, template and interface flags are compatible with this anim blueprint (for linked instancing) | Animation/AnimBlueprint.h | |
bool IsObjectBeingDebugged
(
const UObject* AnimInstance |
Check if the anim instance is the active debug object for this anim BP | Animation/AnimBlueprint.h | |
void NotifyOverrideChange
(
FAnimParentNodeAssetOverride& Override |
Animation/AnimBlueprint.h | ||
FOnGraphRenamedEvent & OnGraphRenamedEvent() |
Animation/AnimBlueprint.h | ||
void RegisterOnOverrideChanged
(
const FOnOverrideChanged& Delegate |
Animation/AnimBlueprint.h | ||
void RequestRefreshExtensions () |
Queue a refresh of the set of anim blueprint extensions that this anim blueprint hosts. | Animation/AnimBlueprint.h | |
void SetPreviewAnimationBlueprint
(
UAnimBlueprint* InPreviewAnimationBlueprint |
Preview anim blueprint support | Animation/AnimBlueprint.h | |
void SetPreviewAnimationBlueprintApplicationMethod
(
EPreviewAnimationBlueprintApplicationMethod InMethod |
Animation/AnimBlueprint.h | ||
void SetPreviewAnimationBlueprintTag
(
FName InTag |
Animation/AnimBlueprint.h | ||
void UnregisterOnOverrideChanged
(
SWidget* Widget |
Animation/AnimBlueprint.h |
Overridden from UBlueprint
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AllowFunctionOverride
(
const UFunction*const InFunction |
Returns true if this blueprints allows the given function to be overridden | Animation/AnimBlueprint.h | |
virtual bool CanAlwaysRecompileWhilePlayingInEditor () |
Some Blueprints (and classes) can recompile while we are debugging a live session (play in editor). | Animation/AnimBlueprint.h | |
virtual bool FindDiffs
(
const UBlueprint* OtherBlueprint, |
Fills in a list of differences between this blueprint and another blueprint. | Animation/AnimBlueprint.h | |
virtual UClass * GetBlueprintClass() |
Gets the class generated when this blueprint is compiled. | Animation/AnimBlueprint.h | |
virtual void GetInstanceActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Allow each blueprint instance to add specific UBlueprintNodeSpawners pertaining to the sub-class type. | Animation/AnimBlueprint.h | |
virtual void GetTypeActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Allow each blueprint type (AnimBlueprint or ControlRigBlueprint) to add specific UBlueprintNodeSpawners pertaining to the sub-class type. | Animation/AnimBlueprint.h | |
virtual bool IsValidForBytecodeOnlyRecompile() |
Whether or not this blueprint can be considered for a bytecode only compile | Animation/AnimBlueprint.h | |
| Notify the blueprint when a graph is renamed to allow for additional fixups. | Animation/AnimBlueprint.h | ||
virtual void SetObjectBeingDebugged
(
UObject* NewObject |
Sets the current object being debugged | Animation/AnimBlueprint.h | |
virtual bool SupportedByDefaultBlueprintFactory() |
Should the generic blueprint factory work for this blueprint? | Animation/AnimBlueprint.h | |
virtual bool SupportsAnimLayers() |
Returns true if this blueprint supports animation layers | Animation/AnimBlueprint.h | |
virtual bool SupportsDelegates() |
Returns true if this blueprint supports delegates | Animation/AnimBlueprint.h | |
virtual bool SupportsEventGraphs() |
Returns true if this blueprint supports event graphs | Animation/AnimBlueprint.h | |
virtual bool SupportsInputEvents() |
Animation/AnimBlueprint.h | ||
virtual bool SupportsMacros() |
Returns true if this blueprint supports macros | Animation/AnimBlueprint.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Animation/AnimBlueprint.h | ||
virtual void PostLoad() |
Animation/AnimBlueprint.h | ||
virtual void Serialize
(
FArchive& Ar |
Animation/AnimBlueprint.h |
Overridden from IInterface_PreviewMeshProvider
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual USkeletalMesh * GetPreviewMesh () |
Get the preview mesh for this asset | Animation/AnimBlueprint.h | |
virtual USkeletalMesh * GetPreviewMesh
(
bool bFindIfNotSet |
Get the preview mesh for this asset, non const. | Animation/AnimBlueprint.h | |
virtual void SetPreviewMesh
(
USkeletalMesh* PreviewMesh, |
IInterface_PreviewMeshProvider interface | Animation/AnimBlueprint.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAnimBlueprint * FindRootAnimBlueprint
(
const UAnimBlueprint* DerivedBlueprint |
Returns the most base anim blueprint for a given blueprint (if it is inherited from another anim blueprint, returning null if only native / non-anim BP classes are it's parent) | Animation/AnimBlueprint.h | |
static UAnimBlueprint * GetParentAnimBlueprint
(
const UAnimBlueprint* DerivedBlueprint |
Returns the parent anim blueprint for a given blueprint (if it is inherited from another anim blueprint, returning null if only native / non-anim BP classes are it's parent) | Animation/AnimBlueprint.h |