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

#include <AnimNode_LiveLinkPose.h>

+ Inheritance diagram for FAnimNode_LiveLinkPose:

Public Member Functions

LIVELINKANIMATIONCORE_API FAnimNode_LiveLinkPose ()
 
virtual LIVELINKANIMATIONCORE_API void Initialize_AnyThread (const FAnimationInitializeContext &Context) override
 
virtual LIVELINKANIMATIONCORE_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context) override
 
virtual LIVELINKANIMATIONCORE_API void Update_AnyThread (const FAnimationUpdateContext &Context) override
 
virtual LIVELINKANIMATIONCORE_API void Evaluate_AnyThread (FPoseContext &Output) override
 
virtual bool HasPreUpdate () const
 
virtual LIVELINKANIMATIONCORE_API void PreUpdate (const UAnimInstance *InAnimInstance) override
 
virtual LIVELINKANIMATIONCORE_API void GatherDebugData (FNodeDebugData &DebugData) override
 
LIVELINKANIMATIONCORE_API bool Serialize (FArchive &Ar)
 
- 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

FPoseLink InputPose
 
FLiveLinkSubjectName LiveLinkSubjectName
 
bool bDoLiveLinkEvaluation = true
 
TSubclassOf< ULiveLinkRetargetAssetRetargetAsset
 
TObjectPtr< ULiveLinkRetargetAssetCurrentRetargetAsset
 

Protected Member Functions

virtual LIVELINKANIMATIONCORE_API void OnInitializeAnimInstance (const FAnimInstanceProxy *InProxy, const UAnimInstance *InAnimInstance) override
 
LIVELINKANIMATIONCORE_API void BuildPoseFromAnimData (const FLiveLinkSubjectFrameData &LiveLinkData, FPoseContext &Output)
 
LIVELINKANIMATIONCORE_API void BuildPoseFromCurveData (const FLiveLinkSubjectFrameData &LiveLinkData, FPoseContext &Output)
 
- 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
 

Constructor & Destructor Documentation

◆ FAnimNode_LiveLinkPose()

FAnimNode_LiveLinkPose::FAnimNode_LiveLinkPose ( )

Member Function Documentation

◆ BuildPoseFromAnimData()

void FAnimNode_LiveLinkPose::BuildPoseFromAnimData ( const FLiveLinkSubjectFrameData LiveLinkData,
FPoseContext Output 
)
protected

Build output pose using evaluated LiveLink animation data

◆ BuildPoseFromCurveData()

void FAnimNode_LiveLinkPose::BuildPoseFromCurveData ( const FLiveLinkSubjectFrameData LiveLinkData,
FPoseContext Output 
)
protected

Build output pose using evaluated LiveLink curve (Basic Role) data

◆ CacheBones_AnyThread()

void FAnimNode_LiveLinkPose::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_LiveLinkPose::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_LiveLinkPose::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_LiveLinkPose::HasPreUpdate ( ) const
inlinevirtual

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_LiveLinkPose::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.

◆ OnInitializeAnimInstance()

void FAnimNode_LiveLinkPose::OnInitializeAnimInstance ( const FAnimInstanceProxy InProxy,
const UAnimInstance InAnimInstance 
)
overrideprotectedvirtual

Called once, from game thread as the parent anim instance is created

Reimplemented from FAnimNode_Base.

◆ PreUpdate()

void FAnimNode_LiveLinkPose::PreUpdate ( const UAnimInstance InAnimInstance)
overridevirtual

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

Reimplemented from FAnimNode_Base.

◆ Serialize()

bool FAnimNode_LiveLinkPose::Serialize ( FArchive Ar)

◆ Update_AnyThread()

void FAnimNode_LiveLinkPose::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

◆ bDoLiveLinkEvaluation

bool FAnimNode_LiveLinkPose::bDoLiveLinkEvaluation = true

◆ CurrentRetargetAsset

TObjectPtr<ULiveLinkRetargetAsset> FAnimNode_LiveLinkPose::CurrentRetargetAsset

◆ InputPose

FPoseLink FAnimNode_LiveLinkPose::InputPose

◆ LiveLinkSubjectName

FLiveLinkSubjectName FAnimNode_LiveLinkPose::LiveLinkSubjectName

◆ RetargetAsset

TSubclassOf<ULiveLinkRetargetAsset> FAnimNode_LiveLinkPose::RetargetAsset

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