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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <AnimNode_CallFunction.h>
Inheritance diagram for FAnimNode_CallFunction:Public Attributes | |
| FPoseLink | Source |
| FGraphTraversalCounter | Counter |
| float | CurrentWeight = 0.0f |
| EAnimFunctionCallSite | CallSite = EAnimFunctionCallSite::OnUpdate |
Additional Inherited Members | |
Protected Member Functions inherited from FAnimNode_Base | |
| template<typename DataType > | |
| const DataType & | GetData (UE::Anim::FNodeDataId InId, const UObject *InObject=nullptr) const |
| template<typename DataType > | |
| DataType * | GetInstanceDataPtr (UE::Anim::FNodeDataId InId, UObject *InObject=nullptr) |
| ENGINE_API bool | IsLODEnabled (FAnimInstanceProxy *AnimInstanceProxy) |
| virtual int32 | GetLODThreshold () const |
Calls specified user-defined events/functions during anim graph execution
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overridevirtual |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
| void FAnimNode_CallFunction::CallFunctionFromCallSite | ( | EAnimFunctionCallSite | InCallSite, |
| const FAnimationBaseContext & | InContext | ||
| ) | const |
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overridevirtual |
Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.
| Output | Output structure to write pose or curve data to. Also provides access to relevant data as a context. |
Reimplemented from FAnimNode_Base.
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overridevirtual |
Called to gather on-screen debug data. This is called on the game thread.
| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_Base.
| const FAnimNodeFunctionRef & FAnimNode_CallFunction::GetFunction | ( | ) | const |
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overridevirtual |
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on the UAnimInstance CDO to avoid needing to call this at runtime.
Reimplemented from FAnimNode_Base.
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overridevirtual |
Called once, from game thread as the parent anim instance is created
Reimplemented from FAnimNode_Base.
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overridevirtual |
Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
| EAnimFunctionCallSite FAnimNode_CallFunction::CallSite = EAnimFunctionCallSite::OnUpdate |
| FGraphTraversalCounter FAnimNode_CallFunction::Counter |
| float FAnimNode_CallFunction::CurrentWeight = 0.0f |
| FPoseLink FAnimNode_CallFunction::Source |