UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AnimBlueprintGeneratedClass.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "Misc/Guid.h"
16
17#include "AnimBlueprintGeneratedClass.generated.h"
18
19class UAnimGraphNode_Base;
21class UAnimInstance;
22class UAnimStateNode;
26class UEdGraph;
27class USkeleton;
28class UPoseWatch;
30struct FAnimSubsystem;
33
34// Represents the debugging information for a single state within a state machine
35USTRUCT()
37{
39
40public:
42 : StateMachineIndex(INDEX_NONE)
43 , StateIndex(INDEX_NONE)
44 , Weight(0.0f)
45 , ElapsedTime(0.0f)
46 {
47 }
48
50 : StateMachineIndex(InStateMachineIndex)
51 , StateIndex(InStateIndex)
53 , ElapsedTime(InElapsedTime)
54 {}
55
56 // The index of the state machine
58
59 // The index of the state
61
62 // The last recorded weight for this state
63 float Weight;
64
65 // The time that this state has been active (only valid if this is the current state)
67};
68
69// This structure represents debugging information for a single state machine
70USTRUCT()
72{
74
75public:
77 : MachineIndex(INDEX_NONE)
78 {}
79
85
86 // Map from state nodes to their state entry in a state machine
89
90 // Transition nodes may be associated w/ multiple transition indicies when the source state is an alias
92
93 // Mapping between an alias and any transition indices it might be associated to (Both as source and target).
95
96 // The animation node that leads into this state machine (A3 only)
98
99 // Index of this machine in the StateMachines array
101
102public:
103 ENGINE_API UEdGraphNode* FindNodeFromStateIndex(int32 StateIndex) const;
104 ENGINE_API UEdGraphNode* FindNodeFromTransitionIndex(int32 TransitionIndex) const;
105};
106
107// This structure represents debugging information for a frame snapshot
108USTRUCT()
110{
112
114#if WITH_EDITORONLY_DATA
115 : TimeStamp(0.0)
116#endif
117 {
118 }
119#if WITH_EDITORONLY_DATA
120public:
121 // The snapshot of data saved from the animation
122 TArray<uint8> SerializedData;
123
124 // The time stamp for when this snapshot was taken (relative to the life timer of the object being recorded)
125 double TimeStamp;
126
127public:
130#endif
131};
132
146
147
158
159// This structure represents animation-related debugging information for an entire AnimBlueprint
160// (general debug information for the event graph, etc... is still contained in a FBlueprintDebugData structure)
161USTRUCT()
163{
165
167#if WITH_EDITORONLY_DATA
169 , SnapshotIndex(INDEX_NONE)
170#endif
171 {
172 }
173
174#if WITH_EDITORONLY_DATA
175public:
176 // Map from state machine graphs to their corresponding debug data
178
179 // Map from state graphs to their node
181
182 // Map from transition graphs to their node
184
185 // Map from custom transition blend graphs to their node
187
188 // Map from animation node to their property index
190
191 // Map from node property index to source editor node
193
194 // Map from animation node GUID to property index
196
197 // Map from animation node to attributes
199
200 // The debug data for each state machine state
202
203 // History of snapshots of animation data
205
206 // Mapping from graph pins to their folded properties.
207 // Graph pins are unique per node instance and thus suitable as identifier for the properties.
209
210 // Node visit structure
212
213 // History of activated nodes
215
216 // Record of attribute transfer between nodes
218
219 // History of node attributes that are output from and input to nodes
222
223 // History of node syncs - maps from player node index to graph-determined group name
225
226 // Values output by nodes
227 struct FNodeValue
228 {
229 FString Text;
230 int32 NodeID;
231
232 FNodeValue(const FString& InText, int32 InNodeID)
233 : Text(InText)
234 , NodeID(InNodeID)
235 {}
236 };
237
238 // Values output by nodes
240
241 // Record of a sequence player's state
243 {
245 : NodeID(InNodeID)
247 , Length(InLength)
248 , FrameCount(InFrameCount)
249 {}
250
251 int32 NodeID;
252 float Position;
253 float Length;
254 int32 FrameCount;
255 };
256
257 // All sequence player records this frame
259
260 // Record of a blend space player's state
262 {
264 : NodeID(InNodeID)
265 , BlendSpace(InBlendSpace)
268 {}
269
270 int32 NodeID;
274 };
275
276 // All blend space player records this frame
278
279 // Active pose watches to track
281
282 // Index of snapshot
283 int32 SnapshotIndex;
284public:
285
287 {
288 if (SnapshotBuffer != NULL)
289 {
290 delete SnapshotBuffer;
291 }
293 }
294
295
296
297 bool IsReplayingSnapshot() const { return SnapshotIndex != INDEX_NONE; }
304
312 ENGINE_API void RecordStateData(int32 StateMachineIndex, int32 StateIndex, float Weight, float ElapsedTime);
313 ENGINE_API void RecordNodeValue(int32 InNodeID, const FString& InText);
316
318 ENGINE_API void RemovePoseWatch(int32 NodeID);
321
323#endif
324};
325
326// 'Marker' structure for mutable data. This is used as a base struct for mutable data to be inserted into by the anim
327// BP compiler.
328USTRUCT()
333
334// 'Marker' structure for constant data. This is used as a base struct for constant data to be inserted into by the anim
335// BP compiler if there is no existing archetype sparse class data.
336USTRUCT()
341
342#if WITH_EDITORONLY_DATA
343namespace EPropertySearchMode
344{
345 enum Type
346 {
347 OnlyThis,
349 };
350}
351#endif
352
353// Struct type generated by the anim BP compiler. Used for sparse class data and mutable data area.
354// Only really needed to hide the struct from the content browser (via IsAsset override)
355UCLASS(MinimalAPI)
357{
359
360 // UObject interface
361 virtual bool IsAsset() const override { return false; }
362};
363
364UCLASS(MinimalAPI)
366{
368
369 friend class FAnimBlueprintCompilerContext;
370 friend class FAnimBlueprintGeneratedClassCompiledData;
371 friend class FKismetDebugUtilities;
372 friend class UAnimBlueprintExtension_Base;
373
374 // List of state machines present in this blueprint class
375 UPROPERTY()
376 TArray<FBakedAnimationStateMachine> BakedStateMachines;
377
379 UPROPERTY(AssetRegistrySearchable)
380 TObjectPtr<USkeleton> TargetSkeleton;
381
383 UPROPERTY()
384 TArray<FAnimNotifyEvent> AnimNotifies;
385
386 // Indices for each of the saved pose nodes that require updating, in the order they need to get updates, per layer
387 UPROPERTY()
388 TMap<FName, FCachedPoseIndices> OrderedSavedPoseIndicesMap;
389
390 // The various anim functions that this class holds (created during GenerateAnimationBlueprintFunctions)
391 TArray<FAnimBlueprintFunction> AnimBlueprintFunctions;
392
393 // The arrays of anim nodes; this is transient generated data (created during Link)
394 TArray<FStructProperty*> AnimNodeProperties;
395 TArray<FStructProperty*> LinkedAnimGraphNodeProperties;
396 TArray<FStructProperty*> LinkedAnimLayerNodeProperties;
397 TArray<FStructProperty*> PreUpdateNodeProperties;
398 TArray<FStructProperty*> DynamicResetNodeProperties;
399 TArray<FStructProperty*> StateMachineNodeProperties;
400 TArray<FStructProperty*> InitializationNodeProperties;
401
402 // Array of sync group names in the order that they are requested during compile
403 UPROPERTY()
404 TArray<FName> SyncGroupNames;
405
406#if WITH_EDITORONLY_DATA
407 // Deprecated - moved to FAnimSubsystem_Base
408 UPROPERTY()
410#endif
411
412 // Indices for any Asset Player found within a specific (named) Anim Layer Graph, or implemented Anim Interface Graph
413 UPROPERTY()
414 TMap<FName, FGraphAssetPlayerInformation> GraphAssetPlayerInformation;
415
416 // Per layer graph blending options
417 UPROPERTY()
418 TMap<FName, FAnimGraphBlendOptions> GraphBlendOptions;
419
420private:
421 // Constant/folded anim node data
422 UPROPERTY()
423 TArray<FAnimNodeData> AnimNodeData;
424
425 // Map from anim node struct to info about that struct (used to accelerate property name lookups)
426 UPROPERTY()
428
429 // Cached properties used to access 'folded' anim node properties
430 TArray<FProperty*> MutableProperties;
431 TArray<FProperty*> ConstantProperties;
432
433 // Cached properties used to access subsystem properties
434 TArray<FStructProperty*> ConstantSubsystemProperties;
435 TArray<FStructProperty*> MutableSubsystemProperties;
436
437 // Property for the object's mutable data area
438 FStructProperty* MutableNodeDataProperty = nullptr;
439
440 // Pointers to each subsystem, for easier debugging
441 TArray<const FAnimSubsystem*> Subsystems;
442
443#if WITH_EDITORONLY_DATA
444 // Flag indicating the persistent result of calling VerifyNodeDataLayout() on load/compile
445 bool bDataLayoutValid = true;
446#endif
447
448public:
449 // IAnimClassInterface interface
450 virtual const TArray<FBakedAnimationStateMachine>& GetBakedStateMachines() const override { return GetRootClass()->GetBakedStateMachines_Direct(); }
451 virtual USkeleton* GetTargetSkeleton() const override { return TargetSkeleton; }
452 virtual const TArray<FAnimNotifyEvent>& GetAnimNotifies() const override { return GetRootClass()->GetAnimNotifies_Direct(); }
453 virtual const TArray<FStructProperty*>& GetAnimNodeProperties() const override { return AnimNodeProperties; }
454 virtual const TArray<FStructProperty*>& GetLinkedAnimGraphNodeProperties() const override { return LinkedAnimGraphNodeProperties; }
455 virtual const TArray<FStructProperty*>& GetLinkedAnimLayerNodeProperties() const override { return LinkedAnimLayerNodeProperties; }
456 virtual const TArray<FStructProperty*>& GetPreUpdateNodeProperties() const override { return PreUpdateNodeProperties; }
457 virtual const TArray<FStructProperty*>& GetDynamicResetNodeProperties() const override { return DynamicResetNodeProperties; }
458 virtual const TArray<FStructProperty*>& GetStateMachineNodeProperties() const override { return StateMachineNodeProperties; }
459 virtual const TArray<FStructProperty*>& GetInitializationNodeProperties() const override { return InitializationNodeProperties; }
460 virtual const TArray<FName>& GetSyncGroupNames() const override { return GetRootClass()->GetSyncGroupNames_Direct(); }
461 virtual const TMap<FName, FCachedPoseIndices>& GetOrderedSavedPoseNodeIndicesMap() const override { return GetRootClass()->GetOrderedSavedPoseNodeIndicesMap_Direct(); }
462 virtual int32 GetSyncGroupIndex(FName SyncGroupName) const override { return GetSyncGroupNames().IndexOfByKey(SyncGroupName); }
463
464 virtual const TArray<FAnimBlueprintFunction>& GetAnimBlueprintFunctions() const override { return AnimBlueprintFunctions; }
465 virtual const TMap<FName, FGraphAssetPlayerInformation>& GetGraphAssetPlayerInformation() const override { return GetRootClass()->GetGraphAssetPlayerInformation_Direct(); }
466 virtual const TMap<FName, FAnimGraphBlendOptions>& GetGraphBlendOptions() const override { return GetRootClass()->GetGraphBlendOptions_Direct(); }
467
468private:
469 virtual const TArray<FBakedAnimationStateMachine>& GetBakedStateMachines_Direct() const override { return BakedStateMachines; }
470 virtual const TArray<FAnimNotifyEvent>& GetAnimNotifies_Direct() const override { return AnimNotifies; }
471 virtual const TArray<FName>& GetSyncGroupNames_Direct() const override { return SyncGroupNames; }
472 virtual const TMap<FName, FCachedPoseIndices>& GetOrderedSavedPoseNodeIndicesMap_Direct() const override { return OrderedSavedPoseIndicesMap; }
473 virtual const TMap<FName, FGraphAssetPlayerInformation>& GetGraphAssetPlayerInformation_Direct() const override { return GraphAssetPlayerInformation; }
474 virtual const TMap<FName, FAnimGraphBlendOptions>& GetGraphBlendOptions_Direct() const override { return GraphBlendOptions; }
475
476private:
477 ENGINE_API virtual const void* GetConstantNodeValueRaw(int32 InIndex) const override;
478 ENGINE_API virtual const void* GetMutableNodeValueRaw(int32 InIndex, const UObject* InObject) const override;
479 ENGINE_API virtual const FAnimBlueprintMutableData* GetMutableNodeData(const UObject* InObject) const override;
480 ENGINE_API virtual FAnimBlueprintMutableData* GetMutableNodeData(UObject* InObject) const override;
481 ENGINE_API virtual const void* GetConstantNodeData() const override;
482 virtual TArrayView<const FAnimNodeData> GetNodeData() const override { return AnimNodeData; }
483
484 ENGINE_API virtual int32 GetAnimNodePropertyIndex(const UScriptStruct* InNodeType, FName InPropertyName) const override;
485 ENGINE_API virtual int32 GetAnimNodePropertyCount(const UScriptStruct* InNodeType) const override;
486
487 ENGINE_API virtual void ForEachSubsystem(TFunctionRef<EAnimSubsystemEnumeration(const FAnimSubsystemContext&)> InFunction) const override;
488 ENGINE_API virtual void ForEachSubsystem(UObject* InObject, TFunctionRef<EAnimSubsystemEnumeration(const FAnimSubsystemInstanceContext&)> InFunction) const override;
489 ENGINE_API virtual const FAnimSubsystem* FindSubsystem(UScriptStruct* InSubsystemType) const override;
490
491#if WITH_EDITORONLY_DATA
492 virtual bool IsDataLayoutValid() const override { return bDataLayoutValid; };
493#endif
494
495 // Called internally post-load defaults and by the compiler after compilation is completed
496 ENGINE_API void OnPostLoadDefaults(UObject* Object);
497
498 // Called by the compiler to make sure that data tables are initialized. This is needed to patch the sparse class
499 // data for child anim BP overrides
500 ENGINE_API void InitializeAnimNodeData(UObject* DefaultObject, bool bForce) const;
501
502#if WITH_EDITORONLY_DATA
503 // Verify that the serialized NodeTypeMap can be used with the current set of native node data layouts
504 // Sets internal bDataLayoutValid flag
506#endif
507
508public:
509#if WITH_EDITORONLY_DATA
511
512 FAnimBlueprintDebugData& GetAnimBlueprintDebugData()
513 {
515 }
516
517 template<typename StructType>
518 const int32* GetNodePropertyIndexFromHierarchy(const UAnimGraphNode_Base* Node)
519 {
521 GetGeneratedClassesHierarchy(this, BlueprintHierarchy);
522
523 for (const UBlueprintGeneratedClass* Blueprint : BlueprintHierarchy)
524 {
526 {
527 const int32* SearchIndex = AnimBlueprintClass->AnimBlueprintDebugData.NodePropertyToIndexMap.Find(Node);
528 if (SearchIndex)
529 {
530 return SearchIndex;
531 }
532 }
533
534 }
535 return NULL;
536 }
537
538 template<typename StructType>
539 const int32* GetNodePropertyIndex(const UAnimGraphNode_Base* Node, EPropertySearchMode::Type SearchMode = EPropertySearchMode::OnlyThis)
540 {
541 return (SearchMode == EPropertySearchMode::OnlyThis) ? AnimBlueprintDebugData.NodePropertyToIndexMap.Find(Node) : GetNodePropertyIndexFromHierarchy<StructType>(Node);
542 }
543
544 template<typename StructType>
545 int32 GetLinkIDForNode(const UAnimGraphNode_Base* Node, EPropertySearchMode::Type SearchMode = EPropertySearchMode::OnlyThis)
546 {
547 const int32* pIndex = GetNodePropertyIndex<StructType>(Node, SearchMode);
548 if (pIndex)
549 {
550 return (AnimNodeProperties.Num() - 1 - *pIndex); //@TODO: Crazysauce
551 }
552 return -1;
553 }
554
555 template<typename StructType>
556 FStructProperty* GetPropertyForNode(const UAnimGraphNode_Base* Node, EPropertySearchMode::Type SearchMode = EPropertySearchMode::OnlyThis)
557 {
558 const int32* pIndex = GetNodePropertyIndex<StructType>(Node, SearchMode);
559 if (pIndex)
560 {
561 if (FStructProperty* AnimationProperty = AnimNodeProperties[AnimNodeProperties.Num() - 1 - *pIndex])
562 {
563 if (AnimationProperty->Struct->IsChildOf(StructType::StaticStruct()))
564 {
565 return AnimationProperty;
566 }
567 }
568 }
569
570 return NULL;
571 }
572
573 template<typename StructType>
574 StructType* GetPropertyInstance(UObject* Object, const UAnimGraphNode_Base* Node, EPropertySearchMode::Type SearchMode = EPropertySearchMode::OnlyThis)
575 {
578 {
579 return AnimationProperty->ContainerPtrToValuePtr<StructType>((void*)Object);
580 }
581
582 return NULL;
583 }
584
585 template<typename StructType>
586 StructType* GetPropertyInstance(UObject* Object, FGuid NodeGuid, EPropertySearchMode::Type SearchMode = EPropertySearchMode::OnlyThis)
587 {
588 const int32* pIndex = GetNodePropertyIndexFromGuid(NodeGuid, SearchMode);
589 if (pIndex)
590 {
591 if (FStructProperty* AnimProperty = AnimNodeProperties[AnimNodeProperties.Num() - 1 - *pIndex])
592 {
593 if (AnimProperty->Struct->IsChildOf(StructType::StaticStruct()))
594 {
595 return AnimProperty->ContainerPtrToValuePtr<StructType>((void*)Object);
596 }
597 }
598 }
599
600 return NULL;
601 }
602
603 template<typename StructType>
604 StructType& GetPropertyInstanceChecked(UObject* Object, const UAnimGraphNode_Base* Node, EPropertySearchMode::Type SearchMode = EPropertySearchMode::OnlyThis)
605 {
606 const int32 Index = AnimBlueprintDebugData.NodePropertyToIndexMap.FindChecked(Node);
607 FStructProperty* AnimationProperty = AnimNodeProperties[AnimNodeProperties.Num() - 1 - Index];
609 check(AnimationProperty->Struct->IsChildOf(StructType::StaticStruct()));
610 return *AnimationProperty->ContainerPtrToValuePtr<StructType>((void*)Object);
611 }
612
613 // Gets the property index from the original UAnimGraphNode's GUID. Does not remap to property order.
614 ENGINE_API const int32* GetNodePropertyIndexFromGuid(FGuid Guid, EPropertySearchMode::Type SearchMode = EPropertySearchMode::OnlyThis);
615
616 // Gets the remapped property index from the original UAnimGraphNode's GUID. Can be used to index the AnimNodeProperties array.
617 ENGINE_API int32 GetNodeIndexFromGuid(FGuid Guid, EPropertySearchMode::Type SearchMode = EPropertySearchMode::OnlyThis);
618
619 ENGINE_API const UEdGraphNode* GetVisualNodeFromNodePropertyIndex(int32 PropertyIndex, EPropertySearchMode::Type SearchMode = EPropertySearchMode::OnlyThis) const;
620#endif
621
622 // Called after Link to patch up references to the nodes in the CDO
623 ENGINE_API void LinkFunctionsToDefaultObjectNodes(UObject* DefaultObject);
624
625 // Populates AnimBlueprintFunctions according to the UFunction(s) on this class
626 ENGINE_API void GenerateAnimationBlueprintFunctions();
627
628 // Build the properties that we cache for our constant data
629 ENGINE_API void BuildConstantProperties();
630
631 // Get the fixed names of our generated structs
632 static ENGINE_API FName GetConstantsStructName();
633 static ENGINE_API FName GetMutablesStructName();
634
635#if WITH_EDITOR
638 ENGINE_API virtual void ConformSparseClassData(UObject* Object) override;
639#endif
640
641 // UObject interface
642 ENGINE_API virtual void Serialize(FArchive& Ar) override;
643 // End of UObject interface
644
645 // UStruct interface
646 ENGINE_API virtual void Link(FArchive& Ar, bool bRelinkExistingProperties) override;
647 // End of UStruct interface
648
649 // UClass interface
650 ENGINE_API virtual void PurgeClass(bool bRecompilingOnLoad) override;
651 ENGINE_API virtual uint8* GetPersistentUberGraphFrame(UObject* Obj, UFunction* FuncToCheck) const override;
652 ENGINE_API virtual void PostLoadDefaultObject(UObject* Object) override;
653 ENGINE_API virtual void PostLoad() override;
654 // End of UClass interface
655};
656
657template<typename NodeType>
658NodeType* GetNodeFromPropertyIndex(UObject* AnimInstanceObject, const IAnimClassInterface* AnimBlueprintClass, int32 PropertyIndex)
659{
660 if (PropertyIndex != INDEX_NONE)
661 {
662 FStructProperty* NodeProperty = AnimBlueprintClass->GetAnimNodeProperties()[AnimBlueprintClass->GetAnimNodeProperties().Num() - 1 - PropertyIndex]; //@TODO: Crazysauce
663 check(NodeProperty->Struct == NodeType::StaticStruct());
664 return NodeProperty->ContainerPtrToValuePtr<NodeType>(AnimInstanceObject);
665 }
666
667 return NULL;
668}
#define NULL
Definition oodle2base.h:134
NodeType * GetNodeFromPropertyIndex(UObject *AnimInstanceObject, const IAnimClassInterface *AnimBlueprintClass, int32 PropertyIndex)
Definition AnimBlueprintGeneratedClass.h:658
EAnimSubsystemEnumeration
Definition AnimClassInterface.h:179
#define check(expr)
Definition AssertionMacros.h:314
@ INDEX_NONE
Definition CoreMiscDefines.h:150
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define GENERATED_UCLASS_BODY(...)
Definition ObjectMacros.h:768
#define UCLASS(...)
Definition ObjectMacros.h:776
#define USTRUCT(...)
Definition ObjectMacros.h:746
#define GENERATED_USTRUCT_BODY(...)
Definition ObjectMacros.h:767
uint8_t uint8
Definition binka_ue_file_header.h:8
Definition Archive.h:1208
Definition NameTypes.h:617
Definition UnrealType.h:174
Definition UnrealType.h:6306
Definition AnimClassInterface.h:193
Definition ArrayView.h:139
Definition Array.h:670
Definition AssetRegistryState.h:50
Definition UnrealString.h.inl:34
Definition BlueprintGeneratedClass.h:129
Definition AnimBlueprintGeneratedClass.h:366
virtual const TArray< FAnimNotifyEvent > & GetAnimNotifies() const override
Definition AnimBlueprintGeneratedClass.h:452
virtual const TArray< FName > & GetSyncGroupNames() const override
Definition AnimBlueprintGeneratedClass.h:460
virtual const TMap< FName, FCachedPoseIndices > & GetOrderedSavedPoseNodeIndicesMap() const override
Definition AnimBlueprintGeneratedClass.h:461
virtual const TArray< FStructProperty * > & GetStateMachineNodeProperties() const override
Definition AnimBlueprintGeneratedClass.h:458
virtual const TArray< FStructProperty * > & GetInitializationNodeProperties() const override
Definition AnimBlueprintGeneratedClass.h:459
virtual const TArray< FBakedAnimationStateMachine > & GetBakedStateMachines() const override
Definition AnimBlueprintGeneratedClass.h:450
virtual const TArray< FStructProperty * > & GetAnimNodeProperties() const override
Definition AnimBlueprintGeneratedClass.h:453
virtual const TArray< FStructProperty * > & GetDynamicResetNodeProperties() const override
Definition AnimBlueprintGeneratedClass.h:457
virtual const TArray< FStructProperty * > & GetPreUpdateNodeProperties() const override
Definition AnimBlueprintGeneratedClass.h:456
virtual USkeleton * GetTargetSkeleton() const override
Definition AnimBlueprintGeneratedClass.h:451
virtual const TArray< FAnimBlueprintFunction > & GetAnimBlueprintFunctions() const override
Definition AnimBlueprintGeneratedClass.h:464
virtual const TArray< FStructProperty * > & GetLinkedAnimLayerNodeProperties() const override
Definition AnimBlueprintGeneratedClass.h:455
virtual const TArray< FStructProperty * > & GetLinkedAnimGraphNodeProperties() const override
Definition AnimBlueprintGeneratedClass.h:454
virtual int32 GetSyncGroupIndex(FName SyncGroupName) const override
Definition AnimBlueprintGeneratedClass.h:462
virtual const TMap< FName, FGraphAssetPlayerInformation > & GetGraphAssetPlayerInformation() const override
Definition AnimBlueprintGeneratedClass.h:465
virtual const TMap< FName, FAnimGraphBlendOptions > & GetGraphBlendOptions() const override
Definition AnimBlueprintGeneratedClass.h:466
Definition AnimBlueprintGeneratedClass.h:357
Definition AnimInstance.h:353
Definition BlendSpace.h:467
Definition BlueprintGeneratedClass.h:433
Definition EdGraphNode.h:289
Definition EdGraph.h:68
Definition Class.h:2476
Definition Object.h:95
Definition PoseWatch.h:230
Definition PoseWatch.h:267
Definition Class.h:1720
Definition Skeleton.h:295
void TakeSnapshot(bool send_memory=false)
U16 Index
Definition radfft.cpp:71
Definition AnimBlueprintGeneratedClass.h:338
Definition AnimBlueprintGeneratedClass.h:149
FName Attribute
Definition AnimBlueprintGeneratedClass.h:150
FAnimBlueprintDebugData_AttributeRecord(int32 InOtherNode, FName InAttribute)
Definition AnimBlueprintGeneratedClass.h:153
int32 OtherNode
Definition AnimBlueprintGeneratedClass.h:151
Definition AnimBlueprintGeneratedClass.h:134
int32 TargetID
Definition AnimBlueprintGeneratedClass.h:136
float Weight
Definition AnimBlueprintGeneratedClass.h:137
int32 SourceID
Definition AnimBlueprintGeneratedClass.h:135
FAnimBlueprintDebugData_NodeVisit(int32 InSourceID, int32 InTargetID, float InWeight)
Definition AnimBlueprintGeneratedClass.h:139
Definition AnimBlueprintGeneratedClass.h:163
Definition AnimClassInterface.h:31
Definition AnimBlueprintGeneratedClass.h:330
Definition AnimClassInterface.h:140
Definition AnimNodeData.h:93
Definition AnimNodeData.h:162
Definition AnimTypes.h:277
Definition AnimSubsystem.h:14
Definition AnimSubsystem.h:25
Definition AnimSubsystemInstance.h:10
Definition AnimSubsystem.h:101
Definition AnimBlueprintGeneratedClass.h:110
Definition AnimStateMachineTypes.h:364
Definition AnimClassInterface.h:115
Definition ExposedValueHandler.h:50
Definition AnimClassInterface.h:130
Definition Guid.h:109
Definition PropertyAccess.h:402
Definition AnimBlueprintGeneratedClass.h:81
int32 AssociatedStateIndex
Definition AnimBlueprintGeneratedClass.h:83
int32 TransitionIndex
Definition AnimBlueprintGeneratedClass.h:82
Definition AnimBlueprintGeneratedClass.h:72
TMultiMap< TWeakObjectPtr< UEdGraphNode >, int32 > NodeToTransitionIndex
Definition AnimBlueprintGeneratedClass.h:91
int32 MachineIndex
Definition AnimBlueprintGeneratedClass.h:100
TWeakObjectPtr< UAnimGraphNode_StateMachineBase > MachineInstanceNode
Definition AnimBlueprintGeneratedClass.h:97
TMultiMap< TWeakObjectPtr< UAnimStateAliasNode >, FStateAliasTransitionStateIndexPair > StateAliasNodeToTransitionStatePairs
Definition AnimBlueprintGeneratedClass.h:94
TMap< int32, TWeakObjectPtr< UAnimStateNodeBase > > StateIndexToNode
Definition AnimBlueprintGeneratedClass.h:88
FStateMachineDebugData()
Definition AnimBlueprintGeneratedClass.h:76
TMap< TWeakObjectPtr< UEdGraphNode >, int32 > NodeToStateIndex
Definition AnimBlueprintGeneratedClass.h:87
Definition AnimBlueprintGeneratedClass.h:37
int32 StateMachineIndex
Definition AnimBlueprintGeneratedClass.h:57
FStateMachineStateDebugData(int32 InStateMachineIndex, int32 InStateIndex, float InWeight, float InElapsedTime)
Definition AnimBlueprintGeneratedClass.h:49
FStateMachineStateDebugData()
Definition AnimBlueprintGeneratedClass.h:41
float Weight
Definition AnimBlueprintGeneratedClass.h:63
int32 StateIndex
Definition AnimBlueprintGeneratedClass.h:60
float ElapsedTime
Definition AnimBlueprintGeneratedClass.h:66
Definition ObjectPtr.h:488
Definition WeakObjectPtrTemplates.h:25