UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FAnimNode_CopyPoseFromMesh Struct Reference

#include <AnimNode_CopyPoseFromMesh.h>

+ Inheritance diagram for FAnimNode_CopyPoseFromMesh:

Public Member Functions

 UPROPERTY (EditAnywhere, BlueprintReadWrite, DisplayName="Copy Custom Attributes(Animation Attributes)", Category=Copy, meta=(NeverAsPin)) bool bCopyCustomAttributes
 
ANIMGRAPHRUNTIME_API FAnimNode_CopyPoseFromMesh ()
 
virtual ANIMGRAPHRUNTIME_API void Initialize_AnyThread (const FAnimationInitializeContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void Update_AnyThread (const FAnimationUpdateContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void Evaluate_AnyThread (FPoseContext &Output) override
 
virtual ANIMGRAPHRUNTIME_API void GatherDebugData (FNodeDebugData &DebugData) override
 
virtual bool HasPreUpdate () const override
 
virtual ANIMGRAPHRUNTIME_API void PreUpdate (const UAnimInstance *InAnimInstance) override
 
- Public Member Functions inherited from FAnimNode_Base
virtual ENGINE_API void EvaluateComponentSpace_AnyThread (FComponentSpacePoseContext &Output)
 
virtual bool CanUpdateInWorkerThread () const
 
virtual bool NeedsDynamicReset () const
 
virtual ENGINE_API void ResetDynamics (ETeleportType InTeleportType)
 
virtual void PostCompile (const class USkeleton *InSkeleton)
 
virtual bool NeedsOnInitializeAnimInstance () const
 
virtual ~FAnimNode_Base ()
 
virtual void ResetDynamics ()
 
virtual bool WantsSkippedUpdates () const
 
virtual void OnUpdatesSkipped (TArrayView< const FAnimationUpdateContext * > SkippedUpdateContexts)
 
virtual void OverrideAsset (class UAnimationAsset *NewAsset)
 
ENGINE_API const FExposedValueHandlerGetEvaluateGraphExposedInputs () const
 
void SetExposedValueHandler (const FExposedValueHandler *Handler)
 
int32 GetNodeIndex () const
 
const IAnimClassInterfaceGetAnimClassInterface () const
 

Public Attributes

TWeakObjectPtr< USkeletalMeshComponent > SourceMeshComponent
 
uint8 bUseAttachedParent: 1
 
uint8 bCopyCurves: 1
 
uint8 bUseMeshPose: 1
 
FName RootBoneToCopy
 

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
 
virtual ENGINE_API void OnInitializeAnimInstance (const FAnimInstanceProxy *InProxy, const UAnimInstance *InAnimInstance)
 

Detailed Description

Simple controller to copy a bone's transform to another one.

Constructor & Destructor Documentation

◆ FAnimNode_CopyPoseFromMesh()

FAnimNode_CopyPoseFromMesh::FAnimNode_CopyPoseFromMesh ( )

Member Function Documentation

◆ CacheBones_AnyThread()

void FAnimNode_CopyPoseFromMesh::CacheBones_AnyThread ( const FAnimationCacheBonesContext Context)
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.

Parameters
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_Base.

◆ Evaluate_AnyThread()

void FAnimNode_CopyPoseFromMesh::Evaluate_AnyThread ( FPoseContext Output)
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.

Parameters
OutputOutput structure to write pose or curve data to. Also provides access to relevant data as a context.

Reimplemented from FAnimNode_Base.

◆ GatherDebugData()

void FAnimNode_CopyPoseFromMesh::GatherDebugData ( FNodeDebugData DebugData)
overridevirtual

Called to gather on-screen debug data. This is called on the game thread.

Parameters
DebugDataDebug data structure used to output any relevant data

Reimplemented from FAnimNode_Base.

◆ HasPreUpdate()

virtual bool FAnimNode_CopyPoseFromMesh::HasPreUpdate ( ) const
inlineoverridevirtual

Override this to indicate that PreUpdate() should be called on the game thread (usually to gather non-thread safe data) before Update() is called. Note that this is called at load on the UAnimInstance CDO to avoid needing to call this at runtime. This is called on the game thread.

Reimplemented from FAnimNode_Base.

◆ Initialize_AnyThread()

void FAnimNode_CopyPoseFromMesh::Initialize_AnyThread ( const FAnimationInitializeContext Context)
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.

Parameters
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_Base.

◆ PreUpdate()

void FAnimNode_CopyPoseFromMesh::PreUpdate ( const UAnimInstance InAnimInstance)
overridevirtual

Override this to perform game-thread work prior to non-game thread Update() being called

Reimplemented from FAnimNode_Base.

◆ Update_AnyThread()

void FAnimNode_CopyPoseFromMesh::Update_AnyThread ( const FAnimationUpdateContext Context)
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.

Parameters
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_Base.

◆ UPROPERTY()

FAnimNode_CopyPoseFromMesh::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
DisplayName  = "Copy Custom Attributes(Animation Attributes)",
Category  = Copy,
meta  = (NeverAsPin) 
)

Member Data Documentation

◆ bCopyCurves

uint8 FAnimNode_CopyPoseFromMesh::bCopyCurves

◆ bUseAttachedParent

uint8 FAnimNode_CopyPoseFromMesh::bUseAttachedParent

◆ bUseMeshPose

uint8 FAnimNode_CopyPoseFromMesh::bUseMeshPose

◆ RootBoneToCopy

FName FAnimNode_CopyPoseFromMesh::RootBoneToCopy

◆ SourceMeshComponent

TWeakObjectPtr<USkeletalMeshComponent> FAnimNode_CopyPoseFromMesh::SourceMeshComponent

The documentation for this struct was generated from the following files: