#include <AnimNode_LinkedAnimGraph.h>
◆ FAnimNode_LinkedAnimGraph()
| FAnimNode_LinkedAnimGraph::FAnimNode_LinkedAnimGraph |
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◆ CacheBones_AnyThread()
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
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| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
◆ CacheBonesSubGraph_AnyThread()
◆ CanTeardownLinkedInstance()
◆ DynamicLink()
Link up pose links dynamically with linked instance
◆ DynamicUnlink()
| void FAnimNode_LinkedAnimGraph::DynamicUnlink |
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UAnimInstance * |
InOwningAnimInstance | ) |
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Break any pose links dynamically with linked instance
◆ Evaluate_AnyThread()
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
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| Output | Output structure to write pose or curve data to. Also provides access to relevant data as a context. |
Reimplemented from FAnimNode_Base.
◆ FindFunctionInputIndex()
Helper function for finding function inputs when linking/unlinking
◆ GatherDebugData()
Called to gather on-screen debug data. This is called on the game thread.
- Parameters
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| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_Base.
◆ GetDynamicLinkFunctionName()
| FName FAnimNode_LinkedAnimGraph::GetDynamicLinkFunctionName |
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◆ GetDynamicLinkTarget()
◆ GetTargetClass()
| virtual UClass * FAnimNode_LinkedAnimGraph::GetTargetClass |
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inlineoverrideprotectedvirtual |
◆ Initialize_AnyThread()
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
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| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
◆ InitializeSubGraph_AnyThread()
◆ NeedsOnInitializeAnimInstance()
| virtual bool FAnimNode_LinkedAnimGraph::NeedsOnInitializeAnimInstance |
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inlineoverrideprotectedvirtual |
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.
Reimplemented in FAnimNode_LinkedAnimLayer.
◆ OnInitializeAnimInstance()
◆ ReinitializeLinkedAnimInstance()
| void FAnimNode_LinkedAnimGraph::ReinitializeLinkedAnimInstance |
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const UAnimInstance * |
InOwningAnimInstance, |
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UAnimInstance * |
InNewAnimInstance = nullptr |
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◆ RequestBlend()
Request a blend when the active instance changes
◆ SetAnimClass()
Dynamically set the anim class of this linked instance
◆ TeardownInstance()
| void FAnimNode_LinkedAnimGraph::TeardownInstance |
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const UAnimInstance * |
InOwningAnimInstance | ) |
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◆ Update_AnyThread()
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
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| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
◆ UAnimInstance
◆ bPropagateNotifiesToLinkedInstances
| uint8 FAnimNode_LinkedAnimGraph::bPropagateNotifiesToLinkedInstances |
Whether named notifies will be propagated from this linked instance to other instances (outer or other linked instances)
◆ bReceiveNotifiesFromLinkedInstances
| uint8 FAnimNode_LinkedAnimGraph::bReceiveNotifiesFromLinkedInstances |
Whether named notifies will be received by this linked instance from other instances (outer or other linked instances)
◆ CachedLinkedNodeIndex
| int32 FAnimNode_LinkedAnimGraph::CachedLinkedNodeIndex |
◆ InputPoseNames
| TArray<FName> FAnimNode_LinkedAnimGraph::InputPoseNames |
List of input pose names, 1-1 with pose links about, built by the compiler
◆ InputPoses
Input poses for the node, intentionally not accessible because if there's no input nodes in the target class we don't want to show these as pins
◆ InstanceClass
The class spawned for this linked instance
◆ LinkedRoot
◆ NodeIndex
| int32 FAnimNode_LinkedAnimGraph::NodeIndex |
◆ PendingBlendInDuration
| float FAnimNode_LinkedAnimGraph::PendingBlendInDuration |
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◆ PendingBlendInProfile
◆ PendingBlendOutDuration
| float FAnimNode_LinkedAnimGraph::PendingBlendOutDuration |
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◆ PendingBlendOutProfile
The documentation for this struct was generated from the following files: