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

#include <AnimNode_LinkedInputPose.h>

+ Inheritance diagram for FAnimNode_LinkedInputPose:

Public Member Functions

 FAnimNode_LinkedInputPose ()
 
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
 
ENGINE_API void DynamicLink (FAnimInstanceProxy *InInputProxy, FPoseLinkBase *InPoseLink, int32 InOuterGraphNodeIndex)
 
ENGINE_API void DynamicUnlink ()
 
- Public Member Functions inherited from FAnimNode_Base
virtual ENGINE_API void Initialize_AnyThread (const FAnimationInitializeContext &Context)
 
virtual ENGINE_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context)
 
virtual ENGINE_API void EvaluateComponentSpace_AnyThread (FComponentSpacePoseContext &Output)
 
virtual bool CanUpdateInWorkerThread () const
 
virtual bool HasPreUpdate () const
 
virtual void PreUpdate (const UAnimInstance *InAnimInstance)
 
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

FName Name
 
FName Graph
 
FPoseLink InputPose
 
FCompactHeapPose CachedInputPose
 
FBlendedHeapCurve CachedInputCurve
 
UE::Anim::FHeapAttributeContainer CachedAttributes
 
uint8 bIsCachedInputPoseInitialized: 1
 
uint8 bIsOutputLinked: 1
 
int32 OuterGraphNodeIndex
 

Static Public Attributes

static ENGINE_API const FName DefaultInputPoseName
 

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)
 

Constructor & Destructor Documentation

◆ FAnimNode_LinkedInputPose()

FAnimNode_LinkedInputPose::FAnimNode_LinkedInputPose ( )
inline

Member Function Documentation

◆ DynamicLink()

void FAnimNode_LinkedInputPose::DynamicLink ( FAnimInstanceProxy InInputProxy,
FPoseLinkBase InPoseLink,
int32  InOuterGraphNodeIndex 
)

Called by linked instance nodes to dynamically link this to an outer graph

◆ DynamicUnlink()

void FAnimNode_LinkedInputPose::DynamicUnlink ( )

Called by linked instance nodes to dynamically unlink this to an outer graph

◆ Evaluate_AnyThread()

void FAnimNode_LinkedInputPose::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_LinkedInputPose::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.

◆ Update_AnyThread()

void FAnimNode_LinkedInputPose::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

◆ bIsCachedInputPoseInitialized

uint8 FAnimNode_LinkedInputPose::bIsCachedInputPoseInitialized

◆ bIsOutputLinked

uint8 FAnimNode_LinkedInputPose::bIsOutputLinked

◆ CachedAttributes

UE::Anim::FHeapAttributeContainer FAnimNode_LinkedInputPose::CachedAttributes

◆ CachedInputCurve

FBlendedHeapCurve FAnimNode_LinkedInputPose::CachedInputCurve

◆ CachedInputPose

FCompactHeapPose FAnimNode_LinkedInputPose::CachedInputPose

If this linked input pose is not dynamically linked, this cached data will be populated by the calling linked instance node before this graph is processed.

◆ DefaultInputPoseName

const FName FAnimNode_LinkedInputPose::DefaultInputPoseName
static

The default name of this input pose

◆ Graph

FName FAnimNode_LinkedInputPose::Graph

The graph that this linked input pose node is in, filled in by the compiler

◆ InputPose

FPoseLink FAnimNode_LinkedInputPose::InputPose

Input pose, optionally linked dynamically to another graph

◆ Name

FName FAnimNode_LinkedInputPose::Name

The name of this linked input pose node's pose, used to identify the input of this graph.

◆ OuterGraphNodeIndex

int32 FAnimNode_LinkedInputPose::OuterGraphNodeIndex

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