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

#include <AnimNode_PoseBlendNode.h>

+ Inheritance diagram for FAnimNode_PoseBlendNode:

Public Member Functions

ANIMGRAPHRUNTIME_API FAnimNode_PoseBlendNode ()
 
virtual ANIMGRAPHRUNTIME_API void Initialize_AnyThread (const FAnimationInitializeContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void UpdateAssetPlayer (const FAnimationUpdateContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void Evaluate_AnyThread (FPoseContext &Output) override
 
virtual ANIMGRAPHRUNTIME_API void GatherDebugData (FNodeDebugData &DebugData) override
 
virtual ANIMGRAPHRUNTIME_API void RebuildPoseList (const FBoneContainer &InBoneContainer, const UPoseAsset *InPoseAsset) override
 
- Public Member Functions inherited from FAnimNode_PoseHandler
 FAnimNode_PoseHandler ()
 
virtual float GetCurrentAssetTime () const
 
virtual float GetCurrentAssetLength () const
 
virtual float GetAccumulatedTime () const
 
virtual void SetAccumulatedTime (float NewTime)
 
virtual UAnimationAssetGetAnimAsset () const
 
- Public Member Functions inherited from FAnimNode_AssetPlayerBase
 FAnimNode_AssetPlayerBase ()=default
 
virtual ENGINE_API void Update_AnyThread (const FAnimationUpdateContext &Context) final override
 
ENGINE_API void CreateTickRecordForNode (const FAnimationUpdateContext &Context, UAnimSequenceBase *Sequence, bool bLooping, float PlayRate, bool bIsEvaluator)
 
virtual FName GetGroupName () const
 
virtual EAnimGroupRole::Type GetGroupRole () const
 
virtual EAnimSyncMethod GetGroupMethod () const
 
virtual bool GetOverridePositionWhenJoiningSyncGroupAsLeader () const
 
virtual bool SetGroupName (FName InGroupName)
 
virtual bool SetGroupRole (EAnimGroupRole::Type InRole)
 
virtual bool SetGroupMethod (EAnimSyncMethod InMethod)
 
virtual bool SetOverridePositionWhenJoiningSyncGroupAsLeader (bool InOverridePositionWhenJoiningSyncGroupAsLeader)
 
virtual ENGINE_API float GetCachedBlendWeight () const override
 
virtual ENGINE_API void ClearCachedBlendWeight () override
 
virtual ENGINE_API float GetCurrentAssetTimePlayRateAdjusted () const override
 
virtual ENGINE_API const FDeltaTimeRecordGetDeltaTimeRecord () const override
 
- Public Member Functions inherited from FAnimNode_AssetPlayerRelevancyBase
virtual ENGINE_API bool IsLooping () const
 
virtual ENGINE_API bool GetIgnoreForRelevancyTest () const
 
virtual ENGINE_API bool SetIgnoreForRelevancyTest (bool bInIgnoreForRelevancyTest)
 
- 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 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 SourcePose
 
EAlphaBlendOption BlendOption
 
TObjectPtr< UCurveFloatCustomCurve
 
- Public Attributes inherited from FAnimNode_PoseHandler
TObjectPtr< UPoseAssetPoseAsset
 

Additional Inherited Members

- Protected Member Functions inherited from FAnimNode_PoseHandler
virtual void OnPoseAssetChange ()
 
ANIMGRAPHRUNTIME_API void CacheBoneBlendWeights (FAnimInstanceProxy *InstanceProxy)
 
- Protected Member Functions inherited from FAnimNode_AssetPlayerBase
ENGINE_API UE::Anim::FAnimSyncParams GetSyncParams (bool bRequestedInertialization) const
 
- 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)
 
- Protected Attributes inherited from FAnimNode_PoseHandler
TWeakObjectPtr< UPoseAssetCurrentPoseAsset
 
FAnimExtractContext PoseExtractContext
 
TArray< floatBoneBlendWeights
 
- Protected Attributes inherited from FAnimNode_AssetPlayerBase
FMarkerTickRecord MarkerTickRecord
 
float BlendWeight = 0.0f
 
float InternalTimeAccumulator = 0.0f
 
FDeltaTimeRecord DeltaTimeRecord
 
bool bHasBeenFullWeight = false
 

Constructor & Destructor Documentation

◆ FAnimNode_PoseBlendNode()

FAnimNode_PoseBlendNode::FAnimNode_PoseBlendNode ( )

Member Function Documentation

◆ CacheBones_AnyThread()

void FAnimNode_PoseBlendNode::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_PoseHandler.

◆ Evaluate_AnyThread()

void FAnimNode_PoseBlendNode::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_PoseBlendNode::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_PoseHandler.

◆ Initialize_AnyThread()

void FAnimNode_PoseBlendNode::Initialize_AnyThread ( const FAnimationInitializeContext Context)
overridevirtual

Initialize function for setup purposes

Reimplemented from FAnimNode_PoseHandler.

◆ RebuildPoseList()

void FAnimNode_PoseBlendNode::RebuildPoseList ( const FBoneContainer InBoneContainer,
const UPoseAsset InPoseAsset 
)
overridevirtual

Reimplemented from FAnimNode_PoseHandler.

◆ UpdateAssetPlayer()

void FAnimNode_PoseBlendNode::UpdateAssetPlayer ( const FAnimationUpdateContext Context)
overridevirtual

Update method for the asset player, to be implemented by derived classes

Reimplemented from FAnimNode_PoseHandler.

Member Data Documentation

◆ BlendOption

EAlphaBlendOption FAnimNode_PoseBlendNode::BlendOption

Type of blending used (Linear, Cubic, etc.)

◆ CustomCurve

TObjectPtr<UCurveFloat> FAnimNode_PoseBlendNode::CustomCurve

If you're using Custom BlendOption, you can specify curve

◆ SourcePose

FPoseLink FAnimNode_PoseBlendNode::SourcePose

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