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

#include <AnimNode_Inertialization.h>

+ Inheritance diagram for FAnimNode_Inertialization:

Public Member Functions

FName GetTag ()
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS FAnimNode_Inertialization ()=default
 
 ~FAnimNode_Inertialization ()=default
 
 FAnimNode_Inertialization (const FAnimNode_Inertialization &)=default
 
 FAnimNode_Inertialization (FAnimNode_Inertialization &&)=default
 
FAnimNode_Inertializationoperator= (const FAnimNode_Inertialization &)=default
 
FAnimNode_Inertializationoperator= (FAnimNode_Inertialization &&)=default
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS virtual ENGINE_API void RequestInertialization (float Duration, const UBlendProfile *BlendProfile)
 
virtual ENGINE_API void RequestInertialization (const FInertializationRequest &InertializationRequest)
 
virtual ENGINE_API void Initialize_AnyThread (const FAnimationInitializeContext &Context) override
 
virtual ENGINE_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context) override
 
virtual ENGINE_API void Update_AnyThread (const FAnimationUpdateContext &Context) override
 
virtual ENGINE_API void Evaluate_AnyThread (FPoseContext &Output) override
 
virtual ENGINE_API void GatherDebugData (FNodeDebugData &DebugData) override
 
virtual ENGINE_API bool NeedsDynamicReset () const override
 
virtual ENGINE_API void ResetDynamics (ETeleportType InTeleportType) override
 
ENGINE_API class USkeletonGetSkeleton (bool &bInvalidSkeletonIsError, const IPropertyHandle *PropertyHandle) override
 
- Public Member Functions inherited from FAnimNode_Base
virtual ENGINE_API void EvaluateComponentSpace_AnyThread (FComponentSpacePoseContext &Output)
 
virtual bool CanUpdateInWorkerThread () const
 
virtual bool HasPreUpdate () const
 
virtual void PreUpdate (const UAnimInstance *InAnimInstance)
 
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
 

Static Public Member Functions

static ENGINE_API void LogRequestError (const FAnimationUpdateContext &Context, const int32 NodePropertyIndex)
 
static ENGINE_API void LogRequestError (const FAnimationUpdateContext &Context, const FPoseLinkBase &RequesterPoseLink)
 

Public Attributes

FPoseLink Source
 

Protected Member Functions

PRAGMA_DISABLE_DEPRECATION_WARNINGS virtual ENGINE_API void StartInertialization (FPoseContext &Context, FInertializationPose &PreviousPose1, FInertializationPose &PreviousPose2, float Duration, TArrayView< const float > DurationPerBone, FInertializationPoseDiff &OutPoseDiff)
 
virtual ENGINE_API void ApplyInertialization (FPoseContext &Context, const FInertializationPoseDiff &PoseDiff, float ElapsedTime, float Duration, TArrayView< const float > DurationPerBone)
 
- 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)
 

Constructor & Destructor Documentation

◆ FAnimNode_Inertialization() [1/3]

PRAGMA_DISABLE_DEPRECATION_WARNINGS FAnimNode_Inertialization::FAnimNode_Inertialization ( )
default

◆ ~FAnimNode_Inertialization()

FAnimNode_Inertialization::~FAnimNode_Inertialization ( )
default

◆ FAnimNode_Inertialization() [2/3]

FAnimNode_Inertialization::FAnimNode_Inertialization ( const FAnimNode_Inertialization )
default

◆ FAnimNode_Inertialization() [3/3]

FAnimNode_Inertialization::FAnimNode_Inertialization ( FAnimNode_Inertialization &&  )
default

Member Function Documentation

◆ ApplyInertialization()

void FAnimNode_Inertialization::ApplyInertialization ( FPoseContext Context,
const FInertializationPoseDiff PoseDiff,
float  ElapsedTime,
float  Duration,
TArrayView< const float DurationPerBone 
)
protectedvirtual

◆ CacheBones_AnyThread()

void FAnimNode_Inertialization::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_Inertialization::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_Inertialization::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.

◆ GetSkeleton()

class USkeleton * FAnimNode_Inertialization::GetSkeleton ( bool bInvalidSkeletonIsError,
const IPropertyHandle PropertyHandle 
)
override

◆ GetTag()

FName FAnimNode_Inertialization::GetTag ( )
inline

◆ Initialize_AnyThread()

void FAnimNode_Inertialization::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.

◆ LogRequestError() [1/2]

void FAnimNode_Inertialization::LogRequestError ( const FAnimationUpdateContext Context,
const FPoseLinkBase RequesterPoseLink 
)
static

◆ LogRequestError() [2/2]

void FAnimNode_Inertialization::LogRequestError ( const FAnimationUpdateContext Context,
const int32  NodePropertyIndex 
)
static

◆ NeedsDynamicReset()

bool FAnimNode_Inertialization::NeedsDynamicReset ( ) const
overridevirtual

For nodes that implement some kind of simulation, return true here so ResetDynamics() gets called when things like teleports, time skips etc. occur that might require special handling. 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.

◆ operator=() [1/2]

FAnimNode_Inertialization & FAnimNode_Inertialization::operator= ( const FAnimNode_Inertialization )
default

◆ operator=() [2/2]

FAnimNode_Inertialization & FAnimNode_Inertialization::operator= ( FAnimNode_Inertialization &&  )
default

◆ RequestInertialization() [1/2]

void FAnimNode_Inertialization::RequestInertialization ( const FInertializationRequest InertializationRequest)
virtual

◆ RequestInertialization() [2/2]

void FAnimNode_Inertialization::RequestInertialization ( float  Duration,
const UBlendProfile BlendProfile 
)
virtual

◆ ResetDynamics()

void FAnimNode_Inertialization::ResetDynamics ( ETeleportType  InTeleportType)
overridevirtual

Called to help dynamics-based updates to recover correctly from large movements/teleports

Reimplemented from FAnimNode_Base.

◆ StartInertialization()

PRAGMA_DISABLE_DEPRECATION_WARNINGS void FAnimNode_Inertialization::StartInertialization ( FPoseContext Context,
FInertializationPose PreviousPose1,
FInertializationPose PreviousPose2,
float  Duration,
TArrayView< const float DurationPerBone,
FInertializationPoseDiff OutPoseDiff 
)
protectedvirtual

◆ Update_AnyThread()

void FAnimNode_Inertialization::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.

Member Data Documentation

◆ Source

FPoseLink FAnimNode_Inertialization::Source

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