#include <AnimNode_PoseBlendNode.h>
◆ FAnimNode_PoseBlendNode()
| FAnimNode_PoseBlendNode::FAnimNode_PoseBlendNode |
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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_PoseHandler.
◆ 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
-
| Output | Output structure to write pose or curve data to. Also provides access to relevant data as a context. |
Reimplemented from FAnimNode_Base.
◆ GatherDebugData()
Called to gather on-screen debug data. This is called on the game thread.
- Parameters
-
| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_PoseHandler.
◆ Initialize_AnyThread()
◆ RebuildPoseList()
◆ UpdateAssetPlayer()
Update method for the asset player, to be implemented by derived classes
Reimplemented from FAnimNode_PoseHandler.
◆ BlendOption
Type of blending used (Linear, Cubic, etc.)
◆ 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: